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Archive for the ‘PBE News’ Category


PBE 30 August Banner

 

PBE 30/08 Contents:


Stuff I couldn’t cover on time: Galactic Azur Skin, Guardian of the Sands Kha’Zix Skin and Ascension Game Mode. I’ll try to add coverage of those in time for the PBE wrap-up.


Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 



Champion Changes


 


 Cassiopeia New Portrait


Miasma New IconMiasma [ W ]

  • Cooldown decreased from 15 seconds at all ranks to 14/13/12/11/10


[ Reminder ] Cassiopeia has been reworked on the PBE. You can find the changelist here.


 

Nocturne New Portrait


Paranoia New IconParanoia [ R ]

  •  If Nocturne doesn’t choose to dash to a target for the duration of Paranoia, the cooldown is reduced to 108/84/60 seconds (standard cooldown is 180/140/100 seconds)

 


Upcoming Ward Skins

 

Below are the store icons of Shurima-themed wards you can expect soon.


wardskin_27 wardskin_26 wardskin_25

 


New Orianna Portrait

 

Orianna got a new portrait on the PBE, but her new splash art is missing.


Orianna_Square_0


 

Extra Shurima Lore


Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.


Amumu New Portrait


Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.

 

Ezreal New Portrait


The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.


Nasus New Portrait


To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.


Rammus New Portrait


The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.


Renekton New Portrait


Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.


Sivir New Portrait


Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.


Skarner New Portrait


Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.


Xerath New Portrait


Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

PBE Update August 27 Banner
 

PBE 27/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Previous updates from Patch 4.16 Cycle:

 

PBE-Update-August-26-Banner (1)

 

 

Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)

  • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
  • At 150 stacks, Cassioepeia gains 30% CDR
  • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

 

Noxious Blast New IconNoxious Blast [ Q ]

Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage overtime.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

Now a notably more powerful slow tool but has a higher cooldown and deals less damage overtime.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.

 

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

 

 

STASHU New PortraitHey guys! Coupled with all these other upcoming Shurima releases, we’ve got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

 

  • Emphasize Cassiopeia’s carry potential

Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we’ve taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal– take a look at her new passive for more information here.

  • Increase reliability

The reset mechanic on Twin Fang often feels like it doesn’t work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable– and from what we’ve seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  • Tone down her lane bullying

Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We’re looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  • Channel her damage potential into her single target spell, Twin Fang

We plan on giving Cassiopeia a lot of late game power– way too much to comfortably fit into her spammable aoe spells. Don’t worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we’ll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

 

And that’s it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I’d like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated
    • This has huge implications on her DPS potential. More E’s with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you’ll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible
    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia’s damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game
    • This’ll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress– which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we’d love to hear your feedback in case there’s anything not already on our radar.

Alright, that’s all for now, but I’ll be around! I hope you enjoy Cassiopeia on the PBE!

 

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

 

Guardian of the Sands Kha'Zix Skin


khazix02mv

 [ 975 RP Cost ]


GalettaA guardian rises!

After a long slumber, Guardian of the Sands Kha’zix arrives on the rift! His golden carapace shimmers in the sunlight as he leaps upon his prey! This skin includes:

  • All new golden scarab themed model!
  • All new sand and jade themed particles!
  • New recall animation!

Your feedback and bug reports are extremely helpful to us, so please check out Guardian of the Sands Kha’Zix and let us know what you think! Feel free to drop any bugs (heh) 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: Sorry guys, this is not the ultimate skin. :D

NOTE 2: Due to a bug (heh) Guardian of the Sands Kha’zix will not be playable today 8/27/2014, we are working to resolve this issue as quickly as possible. Thanks for being patient. :<

 

 

New Akali Splash Art

 

Akali_Splash_0 (1)

Akali_0 Akali_Square_0

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Update August 26 Banner

 

PBE 26/08 Contents:

  • New Champion – Azir, The Emperor of the Sands
  • Renekton Texture Update
  • New Summoner Icons

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

New Champion - Azir, The Emperor of the Sands

 

Azir_Splash_0

 

Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.

 

Azir Passive

Will of the Emperor [ Passive ]

 

Azir Basic Attack

Basic Attack

 

Azir W

Arise! [ W ]

 

Azir Q

Conquering Sands [ Q ]

 

Azir E

Shifting Sands [ E ]

 

Azir R

Emperor’s Divide [ R ]

 

Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525

 


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun -Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.

 


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.

 


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.

 


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 23/21/19/17/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.

 


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.

 

Azir Voice-over (full credit to SkinSpotlights)

 

 

Champion Select Quote:

 

 

 

Renekton Texture Update

 

Renekton got some shiny new texture in the PBE update. [ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.

 

Renekton Texture Update 2

Renekton Texture Update

 

 

New Summoner Icons

 

profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Round-up Patch 4 15 Banner

 

Here’s a round-up of the PBE updates for this patch cycle. Patch 4.15 (most likely) lands this Tuesday, August 26th.

 

 
Patch 4.15 Round-up


 Summoner’s Rift Visual Update has been removed from the PBE and will not be shipping with Patch 4.15.

 

 

Cyber Ops


 

Yasuo_Splash_2

 

Cyber Ops/PROJECT: Yasuo Skin Preview

 

 

Yasuo Model

 

Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.

 

Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]

 

Cyber Ops Yasuo Q

 

Yasuo Q

Steel Tempest [ Q ]

 

Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]


Yasuo Wall

Wind Wall [ W ]

 

Yasuo E

Sweeping Blade [ E ]

 

Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).

 

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Veigar_Splash_8

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

 

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]

 

 

Headhunter Caitlyn Skin


 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants


Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]

 

Headhunter Caitlyn Preview

 

(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)



New Splash Arts

 

Shyvana and Vayne will be getting updated splash arts in Patch 4.15.

 

 Vayne_0 Shyvana_0

 

Vayne

 

Vayne_Splash_0

 

Shyvana

 

Shyvana_Splash_0

 

 

Landing Page & Patcher Visual Updates

 

The landing page & patcher visual updates will both be in Patch 4.15.

 

clpbe_thumb

 

lppbe_thumb

 

 

 

Match History “Player Builds”


 

Mattenth New PortraitHey everyone,

We’ve made a new addition to Match History we’re tentatively calling “Player Builds.” With this data, you should be able to share, discuss, and look back on how you chose to prepare and play your champions. This section is meant to show the following:

  • Item Purchase Order
  • Ability Level Up Order
  • Runes used
  • Masteries used

We’re still at the phase of getting all the data on the page, so somethings won’t look very pretty (especially the tab/switcher system), but it’s far enough along that we’d love to get your feedback.

Check out any game on your PBE match history (link). Here is a sample game we randomly pulled.

[ Link to Post ]


Here’s a preview of how the new “player builds” look like in the match history:

 

TSM CantPauseMom Build

 

 

Featured Matches return to Landing Page


 

The-long requested “featured matches” tab is back on the landing page and has been updated to match the visuals of the new client. Here’s a preview:

 

Featured Matches

Featured Matches 1

Featured Matches 2

Featured Matches 3

 

 

Champion Changes


 

 

Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

 

Item Changes


 

Essence Reaver New IconEssence Reaver

  • Price decreased from 3400 Gold to 3200

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 


PBE Update August 23 Banner

 

PBE 23/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

Match History “Player Builds”

 

Mattenth New PortraitHey everyone,

We’ve made a new addition to Match History we’re tentatively calling “Player Builds.” With this data, you should be able to share, discuss, and look back on how you chose to prepare and play your champions. This section is meant to show the following:

  • Item Purchase Order
  • Ability Level Up Order
  • Runes used
  • Masteries used

We’re still at the phase of getting all the data on the page, so somethings won’t look very pretty (especially the tab/switcher system), but it’s far enough along that we’d love to get your feedback.

Check out any game on your PBE match history (link). Here is a sample game we randomly pulled.

[ Link to Post ]

 

Here’s a preview of how the new “player builds” look like in the match history:

 

TSM CantPauseMom Build

 

 

Featured Matches return to Landing Page


 

The-long requested “featured matches” tab is back on the landing page and has been updated to match the visuals of the new client. Here’s a preview:

 

Featured Matches

Featured Matches 1

Featured Matches 2

Featured Matches 3

 

 

Shyvana & Vayne In-game Portraits


 

Following their new splash arts, both Vayne and Shyvana got their in-game portraits.

 

Shyvana Ingame Portrait Vayne ingame Portrait

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Update August 22 Banner

 

PBE 22/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

New Splash Arts

 

Cyber Ops Yasuo, Final Boss Veigar, Shyvana and Vayne all got new splash arts!

 

Yasuo_2 Vayne_0 Shyvana_0 Veigar_8


 Cyber Ops Yasuo


Yasuo_Splash_2

 

Vayne


Vayne_Splash_0

 

Shyvana


Shyvana_Splash_0

 

Final Boss Veigar


Veigar_Splash_8

 

 

Cyber Ops Yasuo Preview

 

 

Final Boss Veigar Preview

 

 

 

Champion Changes

 

Gnar New Portrait

  • Base damage in both mini and mega form decreased by 3 [ revert on the changes in this PBE update ]
  • Base health regen in both mini and mega form increased from 0.5-per-second to 0.9

 

Hyper New Icon Hyper [ W ]

  • Maximum damage vs monsters decreased from 100/150/200/250/300 to 75/125/175/225/275 [ revert on the changes in this PBE update ]

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio decreased from 0.5 to 0.2 [ revert on the changes in this PBE update ]

 

 

Summoner’s Rift Visual Update has been removed from the PBE and will not be shipping with Patch 4.15.


 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Update August 20 Banner

 

PBE 20/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

Headhunter Caitlyn Updated Traps

 

Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

 

 

Champion Changes

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Update August 19 Banner

 

PBE 19/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

Champion Changes

 

 

Gnar New Portrait

  • Base Attack damage increased by 3 in both forms (45->48 in Mini, 49-52 in Mega)

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

Hyper New IconHyper [ W ]

  • Maximum damage to monsters increased from 75/125/175/225/275 to 100/150/200/250/300

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio increased from 0.2 to 0.5
  • Now has a 0.5 AP Ratio

 

 

Summoner’s Rift Visual Update is back for testing!

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

News Update August 16 Banner

 

Summary

Socrates announced on forums that Master Tier will soon be coming to the PBE and an explanation on how it will work, Solcrushed shared a direction for Viktor’s Rework and what the updates will be focused on, Tiki details work that needs to be done before the Summoner’s Rift update can be released on live servers and Lyte answers why 2-week bans and permabans are necessary in certain cases.

TL;DR here!

 

Recent News

eSports-Today-August-15-S4

Gnar-in-Store-Banner

2014-World-Draw-Banner

 

 

Master Tier on PBE Banner

 

 

Master Tier coming to PBE, details

Socrates New PortraitHey 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

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Do I have to play Ranked on the PBE to be promoted to Master

Socrates New PortraitYou’ll have to play to earn master, although the thresholds are very low atm for entry on PBE.

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Viktor Rework Banner

 

 

The Truer Evolution - Viktor Gameplay Update

Solcrushed New PortraitVER1.1 as of 8/15

I will continue to edit the original post as I go on my diabolical quest of stringing you along with hints


Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I’m here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his  Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection.

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph’s, Mejai’s passive effects ofc). The Hex Core is the source of Viktor’s powers and it should feel POWERFUL.


So we have Viktor’s Q on live. It’s a spell that is intended for Viktor to deal sustained damage while his big guns are on cooldown.

Also helps him survive a little bit better with the shield and if you have the augment, opens up kiting and repositioning.

But at the end of the day, it is not a really interesting spell. Especially if you don’t augment it.

The weirdest part of Viktor’s Q is that it is the shortest of his spells by a large margin. By the time you are using Q, your other spells are presumably on cooldown.

So what are you getting the shield and speed boost for? “To run away” is a valid answer I guess, but having a spell that only works in a specific situation (and not being particularly powerful) is not ideal.

In lane you autoattack after you get the shield for marginal benefit, in teamfights they are worth even less. Well?

(If you love the effects as much as I do please give a shoutout to the talented Riot Kesyerito! Yeah I know his naming skills are kinda suspect but the man knows his particles)

The initial Q will have higher range, but the benefits will be focused on the utility than the damage. As for the damage part? See the above image

Wait you want me to buy Lich Bane on him?

It’s a good thing the Hex Core has ridiculous amounts of AP no?

Oh btw, the Q augment is currently the same. It’s the only one that has carried over atm.

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Any alternative roles that Viktor will be able to fill

Solcrushed New PortraitAs of right now, top seems definately viable, support on the other hand not so hot. (IM NOT PROMISING THAT HE WILL BE A VIABLE TOP WHEN HE RELEASES)

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New SR Live Delay Banner


 


 

What's keeping the Summoner's Rift update from going live

Tiki New PortraitHey all! Wanted to get back to you about this 

There are a few things we’re still working on to make sure it’s great for players:

1. Bugs: Gotta make sure these are worked out. As CynicalGiant said, it’s gonna be played by lots of players so we have to make sure it works. Players on PBE have been helping us identify and destroy evil bugs! So thanks all 

2. Performance: Similar to the point above we want to make sure this performs just as well or better than the current SR does for as many players as possible. We don’t want people to have to upgrade to play.

3. Addressing player feedback. I’ve been working with the Summoner’s Rift Update team to collect feedback about the map in development from players in multiple regions. Some really good feedback coming in related to creatures, tone and specific areas on the map. Again, fixing helps us make sure it’s awesome for as many players as possible.

4. Making visuals totally sweet: We’re psyched you think it’s looking good, and the artists are pouring their hearts into it looking for ways to make it look better. Some of it’s stuff like fixing weird shadows and seams, and then there’s still room to push the quality higher on individual areas as well.

So yeah, that stuff above! Definitely feel free to post questions and feedback, happy to chat with you about it!

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Release date, work left to be done

Tiki New PortraitRelease date: In all honesty this has not been set, I wish I could give you an exact date or anything close to it, but it’s kind of a double-edged sword. Even with it getting closer and closer to the level of quality we want to deliver, lots of things can happen in dev. The last thing anyone on the team wants to do is set an expectation and end up letting you all down. 

Stuff looks not-done: Yeah, some areas still need work quite frankly and it’s good to hear any and all thoughts on places you all think could use some love. Ground plane (bases included) in a few areas still need to brought up to the level of some of the other areas so it feels cohesive in quality and style.

The duck…. there is no duck. There is only Gromp in all its froggy majesty.

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What audio updates can we expect to the new Rift

Tiki New PortraitWe’ve already got some audio stuff in, but this is isolated to the creatures for now. They’ve all come with new sound effects. Other audio, like background music, is trickier. Partly because where it happens in the dev process, and also partly because of the sheer impact it has on the map. Some players play with music off, but a number don’t and the music of Summoner’s Rift, in my opinion, is both iconic and has a huge impact on the feel of the map. Any changes we make to that have to convey Summoner’s Rift, so we’re being really careful about how we approach any changes to the music.

Special interactions with champions aren’t planned as far as I know, at least not as part of the team working directly on the map. However the champ team is doing a lot of cool stuff with new contextual champ to champ interactions… Demagglio!!!

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Will you be able to switch between both purple

Tiki New PortraitI know this has been a big issue on the forums elsewhere, and I don’t want to dodge it, but I’m also not the person most qualified to answer. What I do know is that there are sooooooooo many implications for changing default view and/or player control over it. 

Personally, I think a swappable view might create a number of problems. I’m also happy to admit that I’m not fully clear on why some players really want the change. Would love to hear your thoughts on it.

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Why not let us test the new Rift to see if it runs well

Tiki New PortraitThis is one of the big parts of testing going on with PBE right now. We’re essentially trying to gauge how it performs on different spec machines. It’s pretty impossible to predict how it will work on every machine, but things are trending pretty well in terms of performance on most machines. We’re also curious about perception of performance and how it feels. Do things seem to play the same? It’s just as important in my mind.

As far as the actual rollout, that’s still being worked out. Lots of different ways to bring it out!

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Big Update on topics around the new Rift

Tiki New PortraitMorning all (for the west coasters anyway!)

Will cover a few things here!

- Camera + blue/red: Thanks for the context on that, made for some good reading last night and this morning and I think I understand where you’re coming from in regards to player pain on the purple side. As for the best way to solve it, I’m not sure. Swappable camera angle has some pretty big impacts ranging from the way the art looks (as one person mentioned) to how we deal with spectating matches, to disruption from what has been the norm for a while now. This isn’t to say that we shouldn’t do anything about it, mostly I’m not sure what the best solution is and considering all the implications of making a change, we’d have to be extremely confident in whatever choice we made.

- Spawn animations: Yep, these are only viewable right when a creature would normally spawn and we’ve back-timed them so creatures are targetable the exact moment they currently are on live. Since there are now moments during spawn where a creature is untargetable we’re working pretty hard to make sure it’s super clear when a creature is targetable vs. untargetable.

- Older champions: I have experienced this pain myself and it will definitely impact some champs harder than others  We’ve actually got a separate team that is doing tons of work to update the visuals on a number of older champ models and they’re working with the updated Summoner’s Rift in mind. So basically we’re already doing this, but there’s still a lot of champs to work through.

- Color blindness: This is absolutely on our radar in terms of making things look right on the map. Not sure what the final solution will be, but it also ties into clarity concerns around easily distinguishing friends from enemies….and frenemies. Got a pretty solid team of visual designers and user experience guys helping us through this space. If you are color blind and have a chance to view the map or play on it please please give us feedback on this!!

- Computer specs: For the higher end computers, I’m not sure honestly. I don’t expect work will stop on the updated rift once it goes to live, that will just be the point at which we believe the quality and health of the map is in a place to meet everyone’s high expectations and deliver solid value to you all. Our primary concern for now though is making sure it runs as well on players’ machines as the current map does.

- Regional: This hasn’t been talked about much but I wanted to point out that we’re also trying to collect a lot of international feedback on this. This will impact players all over the globe when it comes out and we want to mindful of players everywhere.

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Why did you replace the red Lizard buff monster

Tiki New PortraitSo this is a question close to my heart because it gets to the deeper question of “What defines Summoner’s Rift for everyone?”. I do agree that Lizard is sentimental, and that we took a risk on changing it to something different – BUT I think the new creature is pretty sweet looking and matches the style & feel of the map well. I also think the new creature is more representative of the significance of the buff it conveys. Curious to know what you all think about the new red buff and other creatures!

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Have you changed geometry

Tiki New PortraitWe have kept the core geometry of the map the same other than addressing a few weird bugs. So you should be able to flash exactly as you did before. That is not to say that perception of wall width isn’t a thing, we’ve been pretty careful to make sure things still seem flashable if they were before. Weirder cases are where we made it look more accurate to the underlying geometry and that altered perception (positively or negatively) around whether a thing was flashable… even though the core geometry is unchanged.

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When you update the neutral monsters

Tiki New PortraitThanks for reposting. Honestly I’m not sure! I will bring that up with the team. I could see it going either way, but I kind of like the thought of keeping the old icons and just making new ones. Creates a sense of continuity and evolution for those who have been playing for a while!

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Will the update fix ward vision in brushes

Tiki New PortraitThis is something we’re definitely looking at. We’re not happy with the clarity of bushes right now, so we’re experimenting with different solutions to make it easier to see what’s going on. If you guys have any suggestions toss them in here!

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Purpose of Bans Banner

 

 

14-day permabans are for people Riot don’t wish to play LoL

Lyte New PortraitUnfortunately, this player is saying the truth. For most players, we’ll try to use reform approaches such as warnings and chat restrictions.

For players getting 14-day or permanent bans, we’re no longer confident they are willing to improve their behaviors even if they are shown explicit, direct feedback. So, we’d prefer these players take their time elsewhere.

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False. This is a new, automated system.

Lyte New PortraitAll systems have multiple checks and balances. No systems are fully automated, especially when we’re dealing with harsher punishments.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE Update August 15 Banner

 

PBE 15/08 Contents:

 

Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

Headhunter Caitlyn Splash Art

 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants

 

 

Headhunter Caitlyn Preview

 

 

 

Cyber Ops Yasuo Updates

 

Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]

 

Cyber Ops Yasuo Q

Steel Tempest [ Q ]

 

Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]

 

[ Note ] Cyber Ops Yasuo has been renamed to PROJECT: Yasuo in the Champion Select screen. I don’t know if this refers to the fact that it’s a work-in-progress skin or it’s just a new name.

 

 Summoner’s Rift Update has been removed from the PBE for testing.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.