Archive

Posts Tagged ‘PBE’

 

PBE 10 04 Banner

 

PBE 10/04

 

[ Reminder ] The PBE is a testing ground for changes. What you see heremay 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.

 

Check out Blood Moon Zilean, Forsaken Jayce, Master Arcanist Ziggs, Risen Fiddlesticks, the updates to ARAM mode, the changes to Black Cleaver and Randuin’s Omen and more here:

PBE 08 04 Reference Banner

 

 

New Chroma Packs

A new batch of Chroma packs has been added for Blitzcrank, Garen and Pool Party Leona. Each pack of 3 recolors will be available for 590 RP in store after Patch 5.8 hits live.

 

Classic Blitzcrank

Blitzcrank_8 Blitzcrank_9 Blitzcrank_10

 

Classic Garen

Garen_7 Garen_8 Garen_9

 

Pool Party Leona

Leona_5 Leona_6 Leona_7

 

 

Champion Changes

 

Kha'Zix Final Portrait

 

Void Spikes Final IconVoid Spike [ W ]

  • Heal from explosion increased from 40/70/100/130/160 to 60/85/110/135/160

 

 

Nunu Final Portrait

  • Health-per-level decreased from 96 to 90

 

 

Ryze Final Portrait

  • Base Health pool increased from 506 to 558
  • Health-per-level increased from 75 to 86

 

Overload Final Icon Overload [ Q ]

  • Base Damage increased from 55/80/105/130/155 to 65/90/115/140/165

 

Spell Flux Final Icon Spell Flux [ E ]

  • Number of secondary targets that Spell Flux can hit has been increased from 4 to 6

 

[ Note ] Ryze was reworked in yesterday’s PBE update.

 

 

Sion Final Portrait

 

Soul Furnace Final Icon Soul Furnace [W]

  • Shield strength decreased from 10% of maximum Health to  6/7/8/9/10%
  • Shield can now be reactivated to explode after 3 seconds, increased from 2

 

 

Mark Dash Summoner Spell for ARAM

Following the recent updates to ARAM, here’s the new summoner spell from the Poro King featured mode:

 


Mark Final IconMark

Throw a snowball a long distance, dealing true damage to the first enemy unit hit. If it hits an enemy, this ability can be recast for 3 seconds to Dash to the tagged unit. Dashing to the target will reduce the cooldown of Mark by 25%.

Mark projectiles are not stopped by spell shields or projectile mitigation.

 


Dash Final IconDash [ Re-cast Mark ]

Dash to the unit hit by Mark. Casting Dash will reduce the cooldown of Mark by 25%.

 

 

Here’s the list of PBE updates from the Patch 5.8 cycle:

 

 

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

 

PBE 02 04 Banner

 

PBE 02/04

 

[ Reminder ] The PBE is a testing ground for changes. What you see heremay 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.

 

 

Check out Arclight Vayne, Guardian of the Sands Rammus and Skarner, and Morgana’s new VFX!

PBE 24 03 Reference Banner

 

You can also find previews of Satan’s legendary skin and Guardian of the Sands Xerath below:

Omega Teemo Reference Banner

 

 

New Splash Arts

 

Arclight Vayne

She’ll be available for 975 RP. You can find a complete preview of her HERE.

Vayne_6

Vayne_6

 

Guardian of the Sands Skins

They all share the same splash art. Here it is + the loading screen splashes for each skin:

Rammus_Splash_7 (1)

Skarner_4 Rammus_7 Xerath_4

Skarner and Rammus’ skins will each cost 975 RP. Guardian of the Sands Xerath is priced at 1350 RP. You can find previews of all 3 skins below:

 

Debonair Galio

He’ll cost 750 RP. You can find a preview of Debonair Galio HERE.

Galio_5

Galio_5

 

Omega Squad Teemo’s splash art has received a few lightning tweaks and is more zoomed in. You can check out a full preview of Teemo’s legendary skin HERE (check here for the updated models on his shrooms).

OLD

cs_bg_champions (4)

 

NEW

Teemo_8

Teemo_8

 

Check out all the PBE updates from the Patch 5.7 Cycle:

 

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

 

Champion Mastery Guide

March 16th, 2015

 

- CURRENTLY ONLY AVAILABLE ON PBE -


We’re kicking off the rollout of Champion Mastery with a PBE stint from 3/11. If all goes well, a couple of weeks later we’ll then launch a beta in a single region, focusing on Summoner’s Rift normal queues to make sure the feature’s stable for expanded use. We’ll read through your feedback and keep you updated with our progress, too, so keep an eye out for future posts after the service goes live!

 

CHAMPION MASTERY

REWARDS


 

CHAMPION MASTERY

 

WHAT IS CHAMPION MASTERY?

The mastery system is designed to recognize a player’s respective investment in a champion and uses skill-based progression to measure advancement. When a player wins a game, they’ll earn CP (champion points) toward mastery levels for that champion, and get rewards along the way. The amount of CP earned is heavily weighted by team performance.

 

UNLOCKING CHAMPION MASTERY

Your summoner level must be at least 5 in order to unlock Champion Mastery.

All champions start at Mastery Level 1, 0 CP (Champion Points). As you play and accrue CP, you’ll achieve new ranks and unlock rewards associated with that rank. On your profile, you will see your:

  • Top 3 Champions
  • Mastery Score (the sum of all levels for your unlocked champions)
  • Champions Closest to Mastery

At launch, Champion Masteries will only be supported in normal games on Summoner’s Rift.

 

CHAMPION POINTS (CP)

Champion Points are earned for winning a game with a particular champion. Earning CP will allow you to gain Mastery Levels in that champion and earn rewards as you progress. Points are based on your team’s performance as well as your own contribution. You can see how much CP you earn at the end of each game.

NOTE: Your previous games will NOT count towards your CP.

Keep in mind that you’ll earn slightly more CP if you team up with other players in a premade before your game. The larger your premade team is, the higher the additional bonus will be. :)

Premade Size Premade Bonus
Party of one No bonus
Party of two 10% of CP earned
Party of three 20% of CP earned
Party of four 30% of CP earned
Party of five 50% of CP earned

 

For example, if you team up with two other players (for a total of 3 players in your premade) and earn 25 CP at the end of your game, you will receive an additional 20% of your 25 CP — 5 CP. This will give you a total of 30 CP earned.’

 

GRADES

At the end of your game, you can hover over your Champion Mastery points bar to see the grade our new system gives you. These grades are awarded based on your performance in the role with the champion you’re playing and where you’re playing them.

The possible grades you can achieve are:

S+, S, S-, A+, A, A-, B+, B, B-, C+, C, C-, D+, D, D-

 

ELIGIBLE GAME MODES

At launch, only Summoner’s Rift normal queues will be eligible. Once we’re sure the feature is stable, we’ll look at expanding to other maps and modes. Please share your feedback so we can work together to improve this feature.

 


REWARDS

 

REWARDS LEVELS

Depending on the rank, the player will receive different rewards for their mastered champion:

Level Reward
1 -
2 -
3 -
4 Mastery Badge Emote, Loading Screen Border, Announcement Banner
5 Mastery Badge Emote, Loading Screen Border, Announcement Banner

This is just the beginning! As the system matures, we’ll unlock extra tiers and rewards as we build on the program.


MASTERY BADGE EMOTE

Required Mastery Level: 4 or higher

This is a way to display your achievement with a champion in game. Just like existing emotes (laugh, dance, etc), it is bound to a key. The binding will be listed next to emotes in the key binding menu:

You can also use a slash-command to use the emote. Hit enter to bring up the command prompt then type “/masterybadge.”


LOADING SCREEN BORDER

Required Mastery Level: 4 or higher

If you have unlocked this reward, you will see a banner next to your champion’s splash during the loading screen. This will display of your mastery rank will only be visible to players on your team.



ANNOUNCEMENT BANNER

Required Mastery Level: 4 or higher

A banner will appear under the multikill announcement in game if:

  • You or a player on your team killed an opponent
  • Whoever performed the kill is playing a champion above rank 4

Original Post by Nancymon


 

PBE 13 03 Banner

 

PBE 13/03

 

[ 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.

 

Check out all the April Fools skins, texture rebalances and the Champion Mastery System that will be up with Patch 5.6!

PBE 11 March Banner

 

 

New Champion Select Music

New music for Champion Select has been added to the PBE:

 

Blind Pick

 

Draft Pick

 

 

Champion Changes

 

Evelynn Final Portrait

 

Shadow Walk Final IconShadow Walk [ Passive ]

  • Time to re-stealth decreased from 6 seconds to 6/5/4/3 seconds (values change at levels 6, 11 and 16)

 

Dark Frenzy Final IconDark Frenzy [ W ]

  • Now has its cooldown reduced by 1 second every time Evelynn hits an enemy champion with a spell
  • Evelynn’s spells no longer grant her flat movement speed when they hit enemy champions (old passive removed)

 

 

Irelia Final Portrait

 

Equilibrium Final IconEquilibrium Strike [ E ]

  • Base damage decreased from 80/130/180/230/280 to 80/120/160/200/240

 

 

Singed Final Portrait

 

Fling Final IconFling [ E ]

  • Base Damage decreased from 80/125/170/215 to 50/65/80/95/110
  • Now additionally deals 6/6.5/7/7.5/8% of target’s maximum health (capped at 300 bonus damage against minions/monsters)

 

 

Rammus Final Portrait

 

Powerball Final IconPowerball [ Q ]

  • Mana cost decreased from 70/80/90/100/110 to 60/65/70/75/80

 

 

Veigar Final Portrait

 

Equilibrium Final Icon Equilibrium [ Passive ]

  • Mana regeneration increased from 1% of missing mana-per-second to 1.5%

 

Baleful Strike Final IconBaleful Strike [ Q ]

  • Range increased from 900 to 950 (live value is 850)
  • Cooldown decreased from 7/6.5/6/5.5/5 seconds to 5 seconds at all ranks

 

Event Horizon Final IconEvent Horizon [ E ]

  • Range decreased from 750 to 700 (back to live value)

 

 

Ziggs Final Portrait

 

Bouncing Bomb Final IconBouncing Bomb [ Q ]

  • Mana cost decreased from 50/60/70/80/90 to 50/55/60/65/70

 

 

Zilean Final Portrait

 

Rewind Final IconRewind [ W ]

  • Mana cost increased from 40/30/20/10/0 to 40 at all ranks (revert on the changes in this PBE update)14/12/10/8/6 from 18/15/12/9/6
  • Cooldown decreased from 18/15/12/9/6 seconds to 14/12/10/8/6

 

Time Bomb Final IconTime Warp [ E ]

  • Mana cost decreased from 50/55/60/65/70 to 50 at all ranks

 

 

Tweaks to Upcoming Skins

 

Order of the Banana Soraka got her tattoos back! Here is an updated model preview of the skin.

Order of the Banana Soraka Model New 1

Order of the Banana Soraka Model New 2

Order of the Banana Soraka Recall

Order of the Banana Soraka Banana Attack

 

Definitely Not Udyr got some color tweaks to his stances and now has a zipper on his Turtle costume. Also, he got a new recall animation! Left side is the OLD version of his model, right side is the NEW version.

Udyr Skin Model 3 Def not Udyr Model 2 New

Udyr Skin Model 4 Def Not Udyr Model 3 New

Udyr Skin Model 2 Def not Udyr Model 1 New

Udyr Skin Model 6 Def Not Udyr Model 4 New

Def not Udyr Recall 1

Def Not Udyr Recall 2

 

 

Texture Rebalances

Ryze, Human Ryze and Zombie Ryze have received tweaks to their recently-updated models. Will post screenshots as soon as the PBE is up. Left side will be OLD version, right side – NEW.

[ Note ] I don’t have access to Human Ryze so I can’t cover him. Sorry!

 

Classic Ryze Model 1 Ryze Model New 1

Classic Ryze Model 2 Ryze Model New 2

Pirate Ryze Model 1 Zombie Ryze New Model 1

 

 

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

 

 

PBE 11 03 Banner

 

Today’s PBE update contains 5 new April Fools-themed skins, strings for the return of U.R.F. mode, the newly-announced Champion Mastery System, texture rebalances for Kayle, Lee Sin, Pantheon, Rumble, Ryze, new spell icons for Twisted Fate and Rammus, nerfs to LeBlanc, a rework of Darius’ ultimate and more!

 

New Skins

New Features

Balance

Visual Updates

 

[ 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.

 

 

Archduke Nasus Banner

Archduke Nasus will be available for 750 RP.

 

Archduke Nasus Model 1

Archduke Nasus Model 2

Archduke Nasus Model 3

 

 

Definitely Not Udyr Banner

Definitely Not Udyr can definitely be yours for 975 RP.

 

Udyr Skin Model 1

Udyr Skin Model 5

Udyr Skin Model 3

Udyr Skin Model 4

Udyr Skin Model 2

Udyr Skin Model 6

 


Order of the Banana Soraka Banner

Order of the Banana Soraka will be available for 750 RP, which is around 2 bananas in length.

 

Order of the Banana Soraka Model 1

Order of the Banana Soraka Model 2

Order of the Banana Soraka Model 3

Order of the Banana Soraka Model 4

Her basic attack is a banana! YEAH!

 


Surprise Party Amumu Banner

You can let Amumu in to your party for 1350 RP. Unavailable in today’s update! I’ll cover him in the next.

Surprise Party Amumu

 


Urf the Nami-tee Banner

You can buy the golden spatula for 750 RP and you get a free Nami with it.

 

Nami Skin Model 1

Nami Skin Model 3

Nami Skin Model 2

 

 

URF Mode Strings

Looks like we’re getting URF back for April Fools!

 

  • Shield Overload: This unit has a shield that can’t handle the sheer amount of awesome. Non-ultimate shields cast by this unit have stat scaling.
  • Heal Embargo: Direct healing effects are less effective. Heal effectiveness will increase gradually over the course of the game.
  • Awesome Buff of Awesomely Awesome Buffing: Mana and Energy consumption reduced by 100%. Cooldown Reduction on Abilities, Activated Items and Summoner Spell, Tenacity and Tenaciousness, Movement Speed and Speed while Moving, Attack Speed Bonuses increased by X% (different ratio for Ranged Champions) Critical Strikes deal additional base damage. Health Costs reduced.

 

 

Champion Mastery

A new feature is coming that’ll reward your experience and playtime with your favourite champions. You can read more on the feature HERE.

 

Champion Mastery Banner

 

 

HOW THE SYSTEM WORKS

Finish a game of League and you’ll earn points for your champion based on your team’s performance as well as your own contribution. Earn enough points and you’ll level up that champ’s mastery level, giving you rewards as you progress.

 

Grades

Hover over your Champion Mastery points bar in the post-game screen and you’ll see the grade that our new system gives you. Grades are awarded based on your overall performance in the role along with the champion you’re playing and, crucially, where you’re playing them.

 

Leveling Up

Check out your in-client profile, and you’ll see a new stat telling you your mastery score, a sum of all your mastery ranks combined.

 

REWARDS

We’re kicking off Champion Mastery with the first five ranks for each champion unlocked. Here are the crests your champion will earn as they rank up:

TIER 1

TIER 2

TIER 3

TIER 4

Loading Screen Badge
Custom Emote
Announcement Banner

TIER 5

Loading Screen Badge
Custom Emote
Announcement Banner

 

Here’s an initial preview. The profile page now displays your mastery of your most-played champions.

Profile Page

 

You can check you progress on any champion by visiting the ‘Champions’ tab.

Champion Mastery Screen 2

 

 

Champion Changes

 

Darius Final Portrait

 

Noxian Guilotine Final IconNoxian Guillotine [ R ] – Reworked

  • At rank 3, Noxian Guillotine’s cooldown resets entirely on kill.
  • Mana cost decreased from 100 at all ranks to 100/50/0

 

 

LeBlanc Final Portrait

 

Mimic Sigil of Silence Final IconMimic – Sigil of Malice [ Q + R ]

  • AP Ratio decreased from 0.65 to 0.6

 

Mimic Distortion Final Icon Mimic – Distortion [ W + R ]

  • AP Ratio decreased from 0.975 to 0.9

 

Mimic Ethereal Chains Final IconMimicked  Ethereal Chains [ E + R ]

  • AP ratio decreased from 0.65 to o.6

 

 

Nocturne Final Portrait

 

Paranoia Final IconParanoia [ R ]

  • Cooldown decreased from 180/140/100 seconds to 150/125/100

 

 

Zilean Final Portrait

 

Time Bomb Final Icon Time Bomb [ Q ]

  • AP ratio increased from 0.8 to 0.9

 

Rewind Final IconRewind [ W ]

  • Mana cost decreased from 50 at all ranks to 40/30/20/10/0

 

 

New Spell Icons for Rammus

Rammus has some spiky new icons! From left to right: Passive, Q, W, E and R:

 

Rammus Final Portrait Armordillo_Powerball Armordillo_ShellBash Armordillo_ScaledPlating Armordillo_RecklessCharge

 

 

New Spell Icons for Twisted Fate

All of Twisted Fate’s icons have been updated. From left to right: Passive, Q, W, Blue Card, Red Card, Yellow Card, E, R and R re-cast.

 

Twilight Shroud New Icon Cardmaster_PowerCard Cardmaster_FatesGambit Cardmaster_blue Cardmaster_red Cardmaster_gold Cardmaster_RapidToss Destiny_temp Cardmaster_Premonition

 


Summoners Rift Map Updates

Summoner’s Rift has received shiny new ornaments and details. You can find comparisons below: left side is the OLD version, right side is the NEW PBE version.

 

Old Map 1 Map 1 New

Old Map 2 Map 2 New

Old Map 3 Map 3 New

 

 

Texture Rebalances

Kayle, Lee Sin, Pantheon, Rumble and Ryze have had their models updated in today’s PBE patch.

 

Classic Kayle

Classic Kayle Model 1

Classic Kayle Model 2

 

Viridian Kayle

Viridian Kayle Model 1

 

Battleborn Kayle

Battleborn Kayle Model 1

 

[ Note ] Silver Kayle, Unmasked Kayle and Judgement Kayle have also been updated, but I don’t have access to them on the PBE.

 

Classic Lee Sin

Lee Sin Model 1

Lee Sin Model 2

 

Traditional Lee Sin

Traditional Lee Sin Model 1

 

Dragon Fist Lee Sin

Dragon Fist Lee Sin Model 1

 

Muay Thai Lee Sin

Muay Thai Lee Sin Model 1

 

Classic Pantheon

Classic Pantheon Model 1

Classic Pantheon Model 2

 

Ruthless Pantheon

Ruthless Pantheon Model 1

 

Perseus Pantheon

Perseus Pantheon Model 1

 

Full Metal Pantheon

Full Metal Pantheon Model 1

 

Classic Rumble

Rumble Classic Model 1

Rumble Classic Model 2

 

Rumble in the Jungle

Jungle Rumble Model 1

 

Bilgerat Rumble

Bilgerat Rumble Model 1

 

Classic Ryze

Classic Ryze Model 1

Classic Ryze Model 2

 

Tribal Ryze

Tribal Ryze Model 1

 

Uncle Ryze

Uncle Ryze Model 1

 

Dark Crystal Ryze

Dark Crystal Ryze Model 1

 

Zombie Ryze

Pirate Ryze Model 1

 

Pirate Ryze

Pirate Ryze Model 2

 

[ Note ] Human Ryze and Triumphant Ryze have also been updated, but I don’t have access to them.

 

 

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 5.5

March 7th, 2015

 

PBE Roundup Patch 5 5 Banner

Patch 5.5 will hit live in the early hours of March 11th for all regions. Here are all its contents:

 

New Champion

Store Content

Balance Changes

Visual Updates

Miscellaneous

 

[ Note ] Debonair Galio and the Mandrake Ward will NOT be released with Patch 5.5.

 


Bard the Wandering Caretaker

Bard will be available for 7800 IP/975 RP for the first week after release; afterwards his price will drop to 6300 IP. You can also pick him up in a bundle with Elderwood Bard.

 

Bard_Splash_0

Bard_0 (1) Bard_Square_0 (1)

 

Bard Final Portrait

Base Stats

  • Level 1 Health: 535
  • Level 1 Mana: 350
  • Level 1 Movespeed: 330
  • Attack Range: 550
  • Level 1 Attack Damage: 46
  • Level 1 Armor: 21
  • Level 1 Magic Resist: 30
  • Health-per-level: 85
  • Mana-per-level: 50
  • Base Health-per-second: 1.08
  • Base Mana-per-second: 1.2
  • HP-per-second per level: 0.11
  • Mana-per-second per level: 0.09
  • Attack Damage-per-level: 3
  • Armor-per-level: 4

 

Here’s Bard’s Champion Select Quote:

 

His login theme:

 

And his lore for ants:

“Bard travels through realms beyond the imagination of mortal beings. Some of Valoran’s greatest scholars have spent their lives trying to understand the mysteries he embodies. This enigmatic spirit has been given many names throughout the history of Valoran, but titles such as Cosmic Vagabond and Great Caretaker only capture a fleeting aspect of his true purpose. When the unknowable structure of the universe is threatened, Bard steers all existence away from utter annihilation.”

 

Basic Attack

 

Traveler’s Call Final IconTraveler’s Call [ Passive ]

Ancient Chimes: Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana. Chimes remain on the ground for 10 minutes.

Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 (+0.3 AP) extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.

 

When Bard collects a chime, his running animation turns into a swirly flight.

 

The locations of chines are marked on your minimap and the number of chimes collected and how many meeps follow you can be seen atop the UI bar.

 

Cosmic Binding [ Q ]

Cooldown: 11/10/9/8/7 seconds || Mana Cost: 60 at all ranks

Bard fires an energy bolt, dealing 75/110/145/180/215 (+ 0.5 AP) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s). If the bolt hits another enemy or a wall, any enemies hit are stunned instead (same duration).

 

 

Caretaker’s Shrine [ W ]

Cooldown: 12 seconds at all ranks || Mana Cost: 100/105/110/115/120

Bard raises a health shrine that immediately offers 30/60/90/120/150 (+0.2 AP) health, but restores up to 70/110/150/190/230 (+0.45 AP) health as it gathers power for 10 seconds. The shrine’s effect also grants 50% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy.

 

 

Magical Journey [ E ]

Cooldown: 26/24/22/20/18 seconds || Mana Cost: 30 at all ranks

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 10/20/30/40/50% faster than enemies. The corridor disappears after 10 seconds.

 

 

Tempered Fate [ R ]

Cooldown: 130/115/90 seconds || Mana Cost: 100 at all ranks  || Missile Speed: 1800

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds. Epic monsters are also put into stasis, despite normally being immune to disables.

 

 

 

Elderwood Bard

Elderwood Bard will be available for 975 RP after Bard is released.

 

Bard_Splash_1

Bard_1

Elderwood Bard New

For his recall, Elderwood Bard bows to his meep friends who bounce around him.

 

Basic Attack

 

Traveler’s Call [ Passive ]

 

Cosmic Binding [ Q ]

 

Caretaker’s Shrine [ W ]

 

Magical Journey [ E ]

 

Tempered Fate [ R ]

 

 

Headhunter Akali

Headhunter Akali will be available in store for 1350 RP after Patch 5.5 hits live.

 

Akali_Splash_7

Akali_7

 

For her recall, Headhunter Akali fuses her kamas together, spins them and her suit is then covered with a pink grid.

 

Mark of the Assassin [ Q ]

 

Twilight Shroud [ W ]

 

Crescent Slash [ E ]

 

Shadow Dance [ R ] 

 

 

Secret Agent Xin Zhao

Secret Agent Xin Zhao will be sold for 975 RP.

 

XinZhao_6

For his recall, Secret Agent Xin’s spear retracts into a briefcase.

 

Crescent Sweep [ R ]

 

 

New Summoner Icons

 

No news yet on how these’ll be obtained (URF ICON HYPE):

profileIcon784 profileIcon783 profileIcon782

 

 

Champion Changes

 

 

Azir Final Portrait

 

Arise Final IconArise! [W]

  • Sand Soldier range increased from 325 to 375

 

 

Gragas Final Portrait

  • Base mana pool increased from 300 to 400

 

Drunken Rage Final IconDrunken Rage [ W ]

  • Maximum damage to monsters increased from 250 to 300

 

 

Kassadin Final Portrait

 

Riftwalk Final IconRiftwalk [ R ]

  • Range increased from 450 to 500
  • Cooldown decreased from 7/5/3 seconds to 6/4/2
  • Initial mana cost decreased from 60 at all ranks to 50

 

 

Lissandra Final Portrait

 

Ice Shard Final IconIce Shard [ Q ]

  • Base damage decreased from 75/110/145/180/215 to 70/100/130/160/190

 

 

Nautilus Final Portrait

 

Titans Wrath Final Icon Titan’s Wrath [ W ]

  • On-hit damage decreased from 40/55/70/85/100 to 30/40/50/60/70
  • Shield scalilng increased from 7/9.5/12/14.5/17% of maximum health to 9/11/13/15/17%

 

Riptide Final IconRiptide [ E ]

  • AP Ratio decreased from 0.5 to 0.3
  • Mana cost decreased from 60/70/80/90/100 to 40/50/60/70/80
  • Cooldown decreased from 10 seconds at all ranks to 7/6.5/6/5.5/5
  • Slow duration reduced from 2 seconds to 1.25

 

 

Nidalee Final Portrait

 

Bushwhack Final IconBushwhack [ Human W ]

  • Damage changed from 20/40/60/80/100 + 10/12/14/16/18 (+ 0.02 AP) % of target’s current health to 40/80/120/160/200 ( +0.2 AP)

 

Pounce Final Icon Pounce [ Cougar W ]

  • Base damage decreased from 50/100/150/200 to 40/80/120/160

 

 

Shyvana Final Portrait

 

Flame Breath Final IconFlame Breath [ E ] 

  • On-hit magic damage increased from 2% of maximum health to 2.5%

 

 

Sion Final Portrait

 

Decimating Smash New IconDecimating Smash [ Q ]

  • Mana cost decreased from 45/50/55/60/65 to 45 at all ranks

 

Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Mana cost increased from 35 at all ranks to 35/40/45/50/55

 

 

Skarner Final Portrait

 

Crystal Slash Final IconCrystal Slash [ Q ]

  • Base physical damage and on-hit magic damage have both been increased from 18/28/38/48/58 to 20/30/40/50/60

 

Fracture Final IconFracture [ E ]

  • Base damage increased from 40/60/80/100/120 to 40/75/110/145/180

 

 

Sona Final Portrait

 

Crescendo Final IconCrescendo [ R ]

  • Mana cost decreased from 100/150/200 to 100 at all ranks

 

 

Tristana Final Portrait

 

Rapid Fire Final IconRapid Fire [ Q ] 

  • Rapid Fire’s cooldown is decreased by 1 second each time Tristana auto attacks a target which has Explosive Charge on

 

 

Trundle Final Portrait

 

Frozen Domain Final IconFrozen Domain [ W ]

  • Bonus healing and regeneration while standing in the area increased from 8/11/14/17/20% to 20% at all ranks

 

Kings Tribute Final IconKing’s Tribute [ Passive ]

Range increased from 1000 to 1400

 

 

Urgot Final Portrait

 

Terror Capacitator Final IconTerror Capacitor [ W ]

  • Base shield value decreased from 80/130/180/230/280 to 60/100/140/180/220
  • Shield value now additionally increased by 8% of Urgot’s maximum mana

 

Hyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser (R )

  • Cooldown decreased from 120/110/100 seconds to 120/100/80

 

 

Vi Final Portrait

  • Movement speed decreased from 350 to 345

 

Assault and Battery Final Icon Assault and Battery [ R ]

  • Base damage decreased from 200/325/450 to 150/300/450
  • Ratio decreased from 1.5 of Bonus AD to 1.4 (on live the tooltip is wrong, actual live value is 1.5 currently)

 

 

Volibear Final Portrait

 

Frenzy Final IconFrenzy [ W ]

  • If Frenzy is cast on a jungle monster, its cooldown  is halved 

 

 

Xin Zhao Final Portrait

 

Battle Cry Final IconBattle Cry [ W ]

  • Heal on every third hit increased from 26/32/38/44/50 to 30/35/40/45/50

 

Audacious Charge Final IconAudacious Charge [ E ]

  • Base damage increased from 70/105/140/175/210 to 70/110/150/190/230

 

 

Veigar Final Portrait

 

Baleful Strike Final IconBaleful Strike [ Q ]

  • Missile speed increased from 1750 to 2200

 

Event Horizon Final IconEvent Horizon [ E ]

  • Dashing through a wall will now stun you immediately as opposed to you going through the walls and then being stunned (blinks and Flash still pass through the walls as normal)
  • Delay now starts at the moment the spell is cast, not after Veigar finishes his cast animation

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ] 

  • Knock-up duration increased from 0.5 seconds to 1 second

 

 

Zilean Final Portrait

[ Note ] Zilean was reworked in Patch 5.4. You can find the full changelist HERE.

 

Time Bomb Final IconTime Bomb [ Q ]

  • Cooldown decreased from 12/11/10/9/8 seconds to 10/9.5/9/8.5/8

 

 

Ludens Echo

Luden’s Echo is a new 120 AP Item that’s similar in effect to Statikk Shiv:

 

Ludens Echo Final IconLuden’s Echo

  • Cost: 3100 Gold
  • Builds out of a Needlessly Large Rod (1600 Gold) and Aether Wisp (850 Gold)
  • Grants 120 AP and 7% Movement Speed
  • UNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+0.15 AP) bonus magic damage to up to 4 targets hit.

 

Luden’s Echo has a tooltip icon similar to the one of Statikk Shiv. At 100 charges, purple bolts come out of the spell’s first (or only) target and seek nearby enemies to hit.

Luden Echo Tooltip

Luden Echo 1

Luden Echo 3

 

 

Item Changes

The Juggernaut enchantment has been removed and replaced with the following:

 

Bamis Cinder Final IconBami’s Cinder (New Item)

  • Builds out of Ruby Crystal + 600 Gold (Total cost is 1000 Gold)
  • Grants 300 Health
  • UNIQUE Passive – Immolate: Deals 5 (+1 per champion level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters.


1

Bami Cinder Effect

Bami Cinder’s particles are identical to those of Sunfire Cape.

 

Speaking of which, Sunfire Cape now builds out of Bami’s Cinder rather than Giant’s Belt and its passive has been renamed to Immolation.


2


Juggernaut Enchantment Final IconCinderhulk (New Jungle Enchantment)

  • Grants 350 Health and 25% Bonus Health
  • Total cost is 2200 Gold, Recipe cost – 350 Gold
  • UNIQUE Passive – Immolate: While in combat, deals 16 (+1 per champion level) magic damage a second to nearby enemies. The damage ramps up overtime while in combat, up to a maximum of 24 (+ 1.5 per champion level)

 

3 4

5 6

 

Ohmwrecker Final IconOhmwrecker

  • Now grants movement speed passively when near destroyed turrets too (on live the passive only works for active turrets)

 

Raptor Cloak Final IconRaptor Cloak

  • Armor granted increased from 30 to 40
  • Passive now works on destroyed turrets (same as Ohmwrecker)

 

Righteous Glory Final IconRighteous Glory

Health granted increased from 500 to 650

 

Zzrot Portal Final IconZz’Rot Portal

  • Armor and Magic Resist granted both increased from 50 to 60
    • Passive now works on destroyed turrets (same as Ohmwrecker)

 

 

Jungle Changes

 

Gromp Final IconGromp

  • Base damage decreased from 90 to 83
  • Poison aura buff from smiting Gromp now additionally scales with 10% of the champion’s bonus health

 

Murkwolf Final IconMurkwolf Camp

  • Mini Murkwolves now grant 16 gold, increased from 12
  • Big Murkwolf now grants 53 gold, increased from 42

 

Razorbeak Final IconRazorbeak Camp

  • Base damage on Razorbreak decreased from 55 to 45
  • Raptors now deal 16 base damage, decreased from 20

 

 

  • Inhibitor turrets now grant 50 Gold, decreased from 175, and don’t grant any experience (down from 100)
  • Nexus turrets now grant 50 Gold, decreased from 150, and don’t grant any experience (down from 120)
  • Inner turrets now have 1300 Health, increased from 1000
  • Shields on inner top/bot turrets decreased from 200 to 30

 

The inner mid turrets no longer grant shields or have shields of their own.

 

Inner bot/top turrets still grant shields and have shields.

 

 

Kassadin Visual Update

Kassadin and all his skins have been visually updated.

 

Classic Kassadin

Kassadin VU 1

Base Kassadin Updated 1

 

Festival Kassadin

Festival Kassadin VU

 

Deep One Kassadin

Deep One Kassadin VU

 

Pre-Void Kassadin

Prevoid Kassadin VU

 

Harbinger Kassadin

Harbinger Kassadin VU

 

Kassadin’s also received new spell icons. From left to right: Passive, Q, W, E and R.

    

 

 

New Katarina Spell Icons

From left to right: Passive, Q, W, E and R.

    

 

 

Texture Rebalances

Cho’Gath, Janna, Taric and Warwick have received a model overhaul:

 

Classic Cho’Gath

Chogath Classic Model 2

Classic ChoGath Model 1

 

Gentleman Cho’Gath

 

Loch Ness Cho’Gath

 

Jurassic Cho’Gath

 

Classic Janna


 

Tempest Janna

 

Frost Queen Janna

 

Hextech Janna

 

Victorious Janna

 

Classic Taric

 

Armor of the Fifth Age Taric

 

Bloodstone Taric

 

Classic Warwick

 

Big Bad Warwick

 

Tundra Hunter Warwick

 

Firefang Warwick

 

Hyena Warwick

[ Note ] Grey Warwick, Urf Warwick and Feral Warwick have received texture updates as well, but I don’t have access to them.

 

 

Miscellaneous

The Dragon pit now has a dragon-figure ornamentation on the floor.

 

Dragon Pit Update

 

 

Victory Defeat Screens Animated

The long-ago promised victory/defeat screens are coming with Patch 5.5. Videos by FrostyNinja:

 

 

 

New animations for default Wards

Default wards (no skins) now have their pillar placed on the ground, followed by the gem falling on top of it. No particles or effects.



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


 

PBE 07 03 Banner

 

[ 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.

 

All PBE updates from Patch 5.5 cycle:

 

Bard’s login theme is up on the PBE! Video by FrostyNinja:

 

 

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

 

PBE 05 03 Banner

 

PBE 04/03

 

[ 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.


All PBE updates from Patch 5.5 cycle:

 

 

Duck Banner

An actual duck is coming to a Summoner’s Rift near you:

 

An actual duck

 

 

New Splash Arts

 

Elderwood Bard

Bard_Splash_1

Bard_1

 

You can find a preview of Elderwood Bard HERE.

 

Secret Agent Xin Zhao

XinZhao_6

 

Get some early intel on Secret Agent Xin HERE.

 

 

New Summoner Icons

 

Three new Summoner Icons have been added. No news yet on how to get these (URF ICON HYPE):

profileIcon784 profileIcon783 profileIcon782

 

 

Champion Changes

 

 

Bard Final Portrait

 

Cosmic Binding Final IconCosmic Binding [ Q ]

  • Cooldown decreased from 10 seconds at all ranks to 11/10/9/8/7

 

 

Kassadin Final Portrait

 

Riftwalk Final IconRiftwalk [ R ]

  • Range decreased from 550 to 500 [ this is a decrease from the PBE value. On live the range is 450 ]
  • Cooldown decreased from 7/5/3 seconds to 6/4/2
  • Initial mana cost decreased from 60 at all ranks to 50

 

 

Nautilus Final Portrait

 

Titans Wrath Final IconTitan’s Wrath [ W ]

  • Shield scalilng increased from 7/9.5/12/14.5/17% of maximum health to 9/11/13/15/17%
  • On-hit damage while shielded increased from 15/30/45/60/75 to 30/40/50/60/70 [ an increase compared to the value in this PBE update. Live value is still 40/55/70/85/100 ]


Riptide Final IconRiptide [ E ]

  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 7/6.5/6/5.5/5 [ live value is 10 seconds at all ranks ]

 

 

Shyvana Final Portrait

 

Flame Breath Final IconFlame Breath [ E ] 

  • On-hit magic damage increased from 2% of maximum health to 2.5%

 

 

Sion Final Portrait

 

Decimating Smash Final IconDecimating Smash [ Q ]

  • Mana cost decreased from 40/45/50/55/60 to 45 at all ranks [ live value is 45/50/55/60/65 ]

 

Soul Furnace Final IconSoul Furnace [ W ]

  • Mana cost increased from 60/65/70/75/80 to 65/70/75/80/85 [ reverted to live value ]

 

 

Veigar Final Portrait

 

Event Horizon Final IconEvent Horizon [ E ]

  • Delay now starts at the moment the spell is cast, not after Veigar finishes his cast animation

 

 

Ludens Echo

Luden’s Echo, the new 120 AP Item, has received its in-game icon.

3285_Ludens_Echo

 

Ludens Echo Final IconLuden’s Echo

  • Cost: 3100 Gold
  • Builds out of a Needlessly Large Rod (1600 Gold) and Aether Wisp (850 Gold)
  • Grants 120 AP and 7% Movement Speed
  • UNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+0.15 AP) bonus magic damage to up to 4 targets hit.

 

Luden’s Echo has a tooltip icon similar to the one of Statikk Shiv. At 100 charges, purple bolts come out of the spell’s first (or only) target and seek nearby enemies to hit.

Luden Echo Tooltip

Luden Echo 1

Luden Echo 3

 

 

The recently-announced Mandrake Ward is now available for testing. Note, it may not be available for Patch 5.5.

 

Mandrake Ward

  • Costs 35 Gold
  • Click to Consume: Summons a sentry to run and burrow in target brush (within 1200 range) for 2 minutes. While burrowed, it becomes blind and invisible but will ping the map if a visible or invisible enemy is within 1000 range.
  • (Counts as a Stealth Ward)
    (May only carry 3 Stealth Wards at a time.)

 

The Mandrake Ward needs to target a brush. When cast, a small sapling walks towards the brush and plants itself, pinging once when an enemy walks into that brush, be it visible or invisible, and then disappears. If you don’t target a brush, you’ll receive an error message.

Mandrake Ward 1

Mandrake Ward 5

Mandrake Ward 2

Mandrake Ward 3

Mandrake Ward 4

 

 

Bard inclient lore,

Bard’s lore for ants is now available:

 

“Bard travels through realms beyond the imagination of mortal beings. Some of Valoran’s greatest scholars have spent their lives trying to understand the mysteries he embodies. This enigmatic spirit has been given many names throughout the history of Valoran, but titles such as Cosmic Vagabond and Great Caretaker only capture a fleeting aspect of his true purpose. When the unknowable structure of the universe is threatened, Bard steers all existence away from utter annihilation.”

 

 

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

 

News 01 03 Banner

 

Table of Contents

 

All PBE updates from Patch 5.5 cycle:

 


S5 Jungle Banner

 


Ypherion New PortraitHi all,

Let’s talk about the 2015 season jungle. Up front: we knew the preseason changes were going to make things significantly tougher, but it’s clear we’ve misstepped along the way in both communication and design. Not only have we not done a great job of sharing our thoughts (present and future), but our subsequent changes to the jungle from patch 5.1 to 5.4 have been nerfs to jungle diversity rather than continuing to deliver on our preseason goals.

First, let’s see how we got here. From the beginning we knew that “strategic diversity” would basically become a meme for the 2015 season, but it’s still something we strongly believe in. A lot of players might associate champion diversity with strategic diversity, but it’s more about one feeding into the other. The former is only about what champions get played – even if they’re doing the same thing – while the latter emphasizes champions who can enable a variety of other strategies on a team (objective control, wombo, lane pressure, etc). With Jarvan IV, Vi, and Lee Sin all fulfilling identical roles (with priority given to whoever’s strongest), we know we’re not there.

In line with the above thought, our goal with 2015 was to support a rock-paper-scissors game of jungle styles: ganking, farming, and counter jungling. What we ended up discovering, however, was that counter jungling wasn’t actually a proper response on par with ganking and farming, so jungling went back to who could gank or farm the best (or both).

It’s clear that we’ll need to reconfigure what available playstyles there are for junglers out there, but for now our big focus is getting jungler diversity up before attempting to tackle the larger problem of strategic jungler playstyles (versus champion playstyles like playing Amumu vs. Vi).

So what do we want to do, and how can we get there? High-level we’re still pursuing strategic diversity in the jungle (and, well, all of League of Legends), but we also realize we need to get champion diversity up to support it. Finally, while we intentionally made clearing camps harder and riskier to better differentiate jungler strengths, this has also made the jungle position less satisfying and fun for junglers, so we’re investigating other ways to improve this.

Short-term, here are some tactics:

First, we’re going to be pushing our experimental jungler tank item to the PBE with this patch. We’ve actually been working on it for a little while behind the scenes, but – as we mentioned earlier – haven’t done a great job of communicating that. TL;DR: Juggernaut is being reworked into Cinderhulk, a new Sunfire-esque item build that gives both tankiness and extra clear speeds to the junglers in need.

In terms of auxiliary changes to help get tank junglers get their satisfaction back, we’re going to be looking at a bunch of tank junglers this patch to see if we can give any small buffs in the early game, along with buffs to Gromp’s Poison Armor Smite reward and some early monster damage nerfs. This does mean we’ll need to look at specific dominant champions who are standing (or pouncing) well above the pack, but we’ll have to tread a fine line of balance here. The goal is to get junglers feeling satisfied and empowered to play the position, but we need to be wary of a world where they’re doing so at the cost of everyone else.

Finally, what’s in store for the future? We still believe in creating a compelling set of unique jungle actions beyond just ganking and farming, but haven’t firmly locked down additional paths to support. We have a few ideas we’re really excited about, but we’re definitely looking at making Poacher’s Knife and Skirmisher’s Sabre more robust and exciting items for the future. We’re also going to be examining the feeling of the jungler “potion tax” where junglers always need to be chugging away to stay healthy.

On the communications front, we failed to recognize the stacking pain we’ve been causing junglers through the patches, and that’s something we want to improve. We need to get better at engaging in a healthy dialogue with players while also highlighting our short and long-term goals for the future, and we will.

Wrapping it all up: if it wasn’t clear from our multiple revisions throughout the years, the jungle is a tough position to get right. The jungle needs to test multiple capabilities while also providing the space for a jungler to have impact on the game through different actions, even though right now it’s more focused on high-damage and ganking prowess (which sounds familiar, we know). That said, we’ve never been more confident in our long-term goals – as ambitious as they are – but we know it’s not fair for junglers to languish while we work toward that vision.

We’re definitely committed to opening up the jungle without just giving out power haphazardly, but we’re also hoping that by keeping these communication channels open you’ll help us guide the jungle to a more compelling, diverse, and healthy position in League. We really appreciate your feedback, and we’re excited to continue sharing more of our plans in the future.

[ Link to Post ]



Any planned changes to Poachers Knife

Riot Axes New PortraitI agree that one of the reasons Poacher’s Knife fails because it doesn’t do anything if your opponents take appropriate steps to stop your counterjungling. We’re working on an update to that item (no details yet). One of the goals is definitely ensuring that it’s a valuable item even if you don’t get a chance to steal camps, and ideally there’ll be some fringe cases where it’s the ideal jungle item for you even if you don’t plan to invade.

I would like it to include at least a soft push towards counterjungling on that item, but certainly not the current version where you get nothing if you don’t counterjungle.

As far as trying to make junglers into just one role, that is absolutely contrary to our goals. I realize that that’s how the current jungle feels, but that’s one of the big reasons we feel compelled to act – it’s a problem to be fixed.

[ Link to Post ]



Players just dont find counterjungling to be viable

Riot Axes New PortraitYou’re right. If we want counterjungling to be a thing, we have to make it a thing.

The design of Poacher’s Knife assumed that we had made counterjungling broadly desirable. The move speed and such were intended as a useful tool for someone who already planned to do that. The bonus gold was intended to help players understand what to do with the item, NOT to be the primary benefit for counterjungling.

Clearly, that’s not what happened.

We do see counterjungling on live, but it is sporadic and opportunistic – junglers whose plan is mostly to gank lanes happen to see the enemy jungler ganking bot, so they take a camp and get out.

In the short term, we’re going to be embracing that kind of counterjungling and supporting it with an item that might help you do it a little more but isn’t aimed at hardcore, dedicated counterjungle; it might cause you to reprioritize actions a bit, but you’re still doing basically what junglers do. You called out vision, so I’ll just say – vision is a GREAT tool here in some form.

In the longer term, we’d like to land in a place where dedicated counterjungling is a valuable action to take regardless of what item you choose, and then make sure Poacher’s Knife is a strong tool to help you achieve it. You already want to steal that camp if you can get away with it; Poacher’s Knife helps you do that.

[ Link to Post ]

 


Would you guys consider making the jungle easier to clear

Ypherion New PortraitWe need to be careful here, but you’ll see some, relatively light, changes in this direction in the next patch or two.

[ Link to Post ]

 

 

 

The recent nerfs harmed your long term goals with the jungle

Fearless New PortraitSo, I personally didn’t communicate the reasoning for a lot of the jungle changes recently in a way that made them look like anything but some pretty harsh nerfs. I understand how painful some of these changes are, and more importantly, how they created a feeling that we weren’t responding to the pain with anything more than further nerfs.

Many of those changes were foundational for the changes we’re going for in 5.5. As an example, giving tanks this sort of power increase and the ability to freely swap between Rangers and Stalkers meant that they quickly power cleared their way to their often mega powered level 6, and then doubled down with lock down power without a trade-off. That change also creates a lot more space for each of the jungle items to have more definition, knowing that each item represents a real choice, not a swap option each time we base.

We really wanted to talk about the changes we were setting up, but there’s a tremendous danger if Cinderhulk hadn’t been successful, for example, and the main reason that we’re sharing our plans for the future now. There is still a risk that things change very quickly for us, but better to deal with that as we have to.

[ Link to Post ]



The jungle might become bette but right now its not fun

Pwyff Final PortraitWe get where you’re coming from on this, hence why we’re going with these changes sooner than later. There’s certainly a world of ideological design versus player pain and immediate value, and we’re always trying to find the balance between the two.

[ Link to Post ]



New Jungle Enchantment Cinderhulk and changes to Gromps Smite Buff

A new enchantment was added to the PBE recently for testing. It’s aimed squarely at low-damage tank junglers who need it to clear camps faster.

 

Cinderhulk (New Enchantment)
  • Grants 350 Health and 25% Bonus Health
  • Total cost is 2200 Gold, Recipe cost – 350 Gold (if applied to Stalker’s Blade or Ranger’s Trailblazer the recipe cost is currently 150 Gold, but it’s not intended)
  • UNIQUE Passive – Immolate: While in combat, deals 15 (+1 per champion level) magic damage a second to nearby enemies. This increases up to 100% based on time in combat.

Cinderhulk Enchantment

 

Fearless New PortraitHey all,

We have some big changes for jungle tanks on the PBE today. As you might have seen from our highlight post on the jungle, we’re looking to solve some of gaps between tanks and the rest of the pack with a new tanky enchant as well as making Gromp explicitly reward tanks over other junglers.

First, what was wrong with Juggernaut? First, it wasn’t explicitly improving clear speeds for tanks in comparison to other junglers. Others get to build incremental increases in damage with their components, but tanks just got… tankier without much else. Juggernaut also failed to feel like the foundation of a tanky build, as much as it was simply a decent chunk of stats that could make anyone more durable.

Enter Cinderhulk.

This new enchant builds out of a new component, Bami’s Cinder, which grants +300 HP and a mini Sunfire aura (now the Immolate aura). This gives tanks a boost both in their durability and their ability to get through camps. Once upgraded to Cinderhulk, the enchant gives champions a version of Immolate that ramps up with time-in-combat, rewarding those who are happy to get into the middle of a fight and stay there. The base health on Cinder Hulk is lower than Juggernaut (350 down from 500), but in the place of base stats, Cinderhulk now grants +25% bonus health. This means jungle tanks get more for their gold as they build tanky.

Along a similar line, we wanted Gromp’s Smite buff to do more for tanks that can need the bump in clear power, while not making it a universally powerful clear tool. Gromp’s poison armor now scales up with the bonus health of the owner, allowing tanks to opt into extra clear speed when they need it.

These items are aimed at 5.5, so we’re looking to get lots of coverage for bug fixes and polish to make sure we can see these hit live as smoothly as possible. We can’t wait to test these out with you all!

[ Link to Post ]



So youre buffing tanks in the early game because they cant get to buying the new item

Pwyff Final PortraitThis is our challenge as well – what conclusion we did come to was that Cinderhulk leads to a stronger “endgame fantasy” (aw yiss season 2014), but you have to want to get to that world to start feeling satisfied. Rengar might not have the greatest lv1 clear but you know he’ll “turn on” at some point, so you know the tradeoffs. Right now tanks just don’t feel as satisfying in the early levels so they can’t see the future.

Some psychological thing about not being able to synthesize the proper mental frame of mind to appreciate something in the future because you assume you’ll be in the same state as now. That was a confusing sentence, sorry.

Anyway tldr would be we’re looking to make early clears a little more satisfying so players on these tanky junglers can feel like they want to get to the Cinderhulk and beyond. It’s partially perception design and partially power design. But we’re definitely trying not to ‘double down’ on these buffs.

[ Link to Post ]



Have you considered adding an item that helps support focused junglers with vision

Riot Axes New PortraitIt’s something we’re considering. Not sure if we’ll end up shipping something like that or not, but the idea definitely has merit.

[ Link to Post ]

 

 


Cinderhulks bonus health increase might benefit bruisers more than tanks

Fearless New PortraitTotally reasonable feedback, but there are some elements getting over looked here. The first would be build order. It’s pretty rare that a fighter goes jungle item into Randuins. Fighter’s generally are going to opt into damage items, and eventually grab some health. This means that Cinderhulk is less effective for most of the game for them.

Tanks, on the other hand, will often opt into builds that are very defensively oriented. The nature of defensive stats also mean that the effective health growth on tanks means that even with early frozen hearts, Cinderhulk is going to make tanks noticeably more tanky, while also giving them better access to their gold income.

This is still a bit simplistic, but there’s a reasonable case for Cinderhulk favoring Tanks, and if we find that the current tuning doesn’t make this true, we have the space to change that quickly as needed.

[ Link to Post ]



Are Warrior based junglers or bruisers going to end up building this too

Fearless New PortraitWe are considering changes similar to this for other Enchants. Right now, Warrior and Magus are both pretty extreme power spikes, but don’t do much to amp up the rest of your build. There’s very likely some very cool opportunity space to make these items feel better and more like the item that makes all your other items better.

[ Link to Post ]



Is anything similar to this planned for Magus or Devourer junglers

Fearless New PortraitIt’s possible, but they’ll get less effective health out of their builds, as they spend more gold on offensive stats. Having some space for them to opt into that trade off is ok. If it ends up being dominant, we’d likely reduce the base health the item gives, and look to increase the long term scaling.

[ Link to Post ]



Wont the burn aura attract Baron Dragon aggro

Fearless New PortraitThe damage on Cinderhulk only turns on during combat, meaning that if you haven’t taken damage or attacked, the fire aura isn’t on. This is built specifically for the situations you list.

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So when can a jungler pick this item up to help them

Fearless New PortraitGromp can fill in some of the gaps, but Bami’s Cinder is the first item to build after the machete upgrade.

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Single Posts March 1 Banner

 


More updates and tweaks coming to Gragas on the PBE

[ Note ] Gragas received buffs to his base mana pool and the maximum damage on his W to monsters. You can check out the buffs HERE.

Vesh Final PortraitWill probably add a couple more small ones like more ult CD reduction per rank and potentially a bit better scaling base stats. stay tuneddd

edit: to be clear by the way this is just a band-aid, not anything in place of actual gameplay/rework changes. those are still coming _^

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Why did you buff Nidalees Bushwhack damage on the PBE

[ Note ] On the PBE, Nidalee’s trap no longer deals a % current HP damage, but the base damage has been buffed and a 0.2 AP ratio has been added. You can view all her changes HERE.

Meddler Final PortraitWe’re testing a nerf to Nid’s traps specifically to target her jungle clear speed. She’s currently an extremely fast clearer which, given all the other tools she has, is a strength we don’t think she needs.

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Follow Up

So youre changing Bushwhack to slow her jungle clear speed

Meddler Final PortraitThat’s correct – we’re not trying to push her out of the jungle entirely with these changes, but we are looking to noticeably reduce her clear speed. Her W’s damage against monsters would be significantly lower under this version, given how much health they have, , even with the buffed base damage.

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Why are you buffing the AP Ratio on her Swipe Cougar E

Meddler Final PortraitNot sure about the buff to E, the designer working on these changes is out this afternoon so I don’t have full context.

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Why does Sonas ult have a scaling mana cost

Meddler Final PortraitCan’t think of a good reason off the top of the head, inclination is to standardize that to 100 like most other mana using champs with regular ults. I’ll bounce the idea off the balance team, see whether we want to throw that change into the next possible patch.

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FAQ on the updated player tooltips

[ Note ] You can now view the ‘recent playstyles’ of players on your friend list.

NinjaTabby Final PortraitHey guys! I am one of the devs that worked on this feature and want to answer some of your questions.

Where’s my updated tooltip?

We’re still in the process of rolling it out. We’ve enabled it in NA and LATAM regions so far. We are rolling out slowly so that we can keep an eye on any issues that may come up and isolate them without affecting other regions.

What do these icons mean?

As many of you noticed, these icons are consistent with Team Builder. The first icon represents the position you typically play the displayed champion in. The second icon represents the role you most commonly fill with that champion.

What even is “Recent Playstyle”?

Our goal with this is to help people looking at you get a quick idea of what you like to play. We look at your recent games, find the champion you play most often, and then the role and position you most often play with that champion. We have special handling for game types where you don’t have agency over you champion choices. This includes the random display for people who play a lot of ARAM, and exclusion of data from other game modes (such as Nemesis Draft).

We think there might still be improvements on what is shown here, so please keep the feedback coming!

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Clarity on Veigars E delay and possible buffs in future patches

[ Note ] Veigar received extensive changes in Patch 5.4. You can check them all HERE.

Meddler Final PortraitOur conclusion was that an instant stun, at that range, at that cooldown was blocking Veigar from being a healthy (and therefore able to be made powerful) champion. Adding a delay was the best way to preserve what we felt was the core of the skill (lock down an area, at a range that doesn’t require Veigar to be completely in the middle of the fight).

As a general update our initial take is that Veigar’s looking too weak after these changes. Options we’re looking at include having E stop dashes once the walls are up (people attempting to dash out get stopped and stunned), starting the delay at the start of Veigar’s cast time rather than at the end and reducing the delay on W. None of those are guaranteed changes yet of course, but that’s the sort of direction we’re thinking.

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Follow Up

When can we expect these buffs to be up on the PBE for testing

Meddler Final PortraitIt’s likely we’ll have at least some follow up changes in the next patch (5.5). It will take a little while for people to adapt to the changes to his kit though and for us to assess how that goes. Design changes for patch 5.5 are tentatively scheduled to lock mid next week and that means if bigger changes are appropriate they’ll be in 5.6 (or potentially later).

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Upcoming buff to Varus in Patch 5 5

Meddler Final PortraitThe niche we’ve got in mind for Varus is a combination of poke and moderate ranged initiation/counter initiation, primarily via his Q and R respectively. We’ve been feeling he’s a bit weak at those for a while and have been gradually buffing him as a result. That’s involved increased mana regen late last year to support poke and increased R width recently to improve his ult’s reliability. Additionally in the upcoming patch (5.5), we’ll be changing his Q cooldown to begin at start of channel, not when he fires the arrow off. That should give him access to more Q casts late game in particular, and make charged shots (as opposed to saving the Q to proc Blight) a bit more attractive.

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Kassadin will receive compensation buffs

Meddler Final PortraitWe’ll be buffing Kassadin. Not sure if any details have been worked out yet.

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DJ Sona Fan Art Collection

DJ Sona’s debut album has inspired a wave of awesome community creations. Check out this creative collection of Kinetic, Concussive, and Ethereal fan art to celebrate your favorite track! Don’t forget to click the artists’ names to see more of their work.

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AimedZ


cubehero


beanbean1988


cyang18


Fch3ck


Finaz


Lunathyst


MICE-KING


NAM


NightLink777


NoamyFrerius


noxidarts


PeachMaiden


ptcrow


RinTheYordle


Riyavi


spark


tarnmeta


大 貓


阿尼

 

 

 

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


 

PBE 27 02 Banner


PBE 27/02

 

[ 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.

 

All PBE updates from Patch 5.5 cycle:

 

 

Champion Changes

 

 

Azir Final Portrait

Arise Final IconArise! [W]

  • Sand Soldier range increased from 325 to 375

 

 

Gragas Final Portrait

  • Base mana pool increased from 300 to 400

 

Drunken Rage Final IconDrunken Rage [ W ]

  • Maximum damage to monsters increased from 250 to 300

 

 

Lissandra Final Portrait

 

Ice Shard Final IconIce Shard [ Q ]

  • Base damage decreased from 75/110/145/180/215 to 70/100/130/160/190

 

 

Nautilus Final Portrait

 

Titans Wrath Final Icon Titan’s Wrath [ W ]

  • On-hit damage decreased from 40/55/70/85/100 to 15/30/45/60/75

 

Riptide Final IconRiptide [ E ]

  • AP Ratio decreased from 0.5 to 0.3
  • Mana cost decreased from 60/70/80/90/100 to 40/50/60/70/80
  • Cooldown decreased from 10 seconds at all ranks to 6/5.5/5/4.5/4
  • Slow duration reduced from 2 seconds to 1.25

 

 

Nidalee Final Portrait

 

Bushwhack Final IconBushwhack [ Human W ]

  • Damage changed from 20/40/60/80/100 + 10/12/14/16/18 (+ 0.02 AP) % of target’s current health to 40/80/120/160/200 ( +0.2 AP)

 

Pounce Final Icon Pounce [ Cougar W ]

  • Base damage decreased from 50/100/150/200 to 40/80/120/160

 

Swipe Final IconSwipe [ Cougar E ]

  • AP ratio increased from 0.45 to 0.55

 

 

Skarner Final Portrait

 

Crystal Slash Final IconCrystal Slash [ Q ]

  • Base physical damage and on-hit magic damage have both been increased from 18/28/38/48/58 to 20/30/40/50/60

 

Fracture Final IconFracture [ E ]

  • Base damage increased from 40/60/80/100/120 to 40/75/110/145/180

 

 

Tristana Final Portrait

 

Rapid Fire Final IconRapid Fire [ Q ] 

  • Rapid Fire’s cooldown is decreased by 1 second each time Tristana auto attacks a target which has Explosive Charge on

 

 

Urgot Final Portrait

 

Terror Capacitator Final IconTerror Capacitor [ W ]

  • Shield value now additionally increased by 5% of Urgot’s maximum mana

 

 

Vi Final Portrait

  • Movement speed decreased from 350 to 345

 

Assault and Battery Final Icon Assault and Battery [ R ]

  • Base damage decreased from 200/325/450 to 150/300/450
  • Ratio decreased from 1.5 of Bonus AD to 1.4 (on live the tooltip is wrong, actual live value is 1.5 currently)

 

 

Volibear Final Portrait

Frenzy Final IconFrenzy [ W ]

  • If Frenzy is cast on a jungle monster, its cooldown  is halved 

 

 

Xin Zhao Final Portrait

 

Battle Cry Final IconBattle Cry [ W ]

  • Heal on every third hit increased from 26/32/38/44/50 to 30/35/40/45/50

 

Audacious Charge Final IconAudacious Charge [ E ]

  • Base damage increased from 70/105/140/175/210 to 70/115/160/205/250

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ] 

  • Knock-up duration increased from 0.5 seconds to 1 second

 

 

Item Changes

The Juggernaut enchantment has been removed and replaced with the following:

 

Bami’s Cinder (New Item)

  • Builds out of Ruby Crystal + 600 Gold (Total cost is 1000 Gold)
  • Grants 300 Health
  • UNIQUE Passive – Immolate: Deals 5 (+1 per champion level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters.

Bamis Cinder

Bami Cinder Effect

Bami Cinder’s particles are identical to those of Sunfire Cape.

 

Speaking of which, Sunfire Cape now builds out of Bami’s Cinder rather than Giant’s Belt and its passive has been renamed to Immolation.

Sunfire Cape

 

Cinderhulk (New Enchantment)
  • Grants 350 Health and 25% Bonus Health
  • Total cost is 2200 Gold, Recipe cost – 350 Gold (if applied to Stalker’s Blade or Ranger’s Trailblazer the recipe cost is currently 150 Gold, but it’s not intended)
  • UNIQUE Passive – Immolate: While in combat, deals 15 (+1 per champion level) magic damage a second to nearby enemies. This increases up to 100% based on time in combat.

Cinderhulk Enchantment

 


Texture Rebalances

Cho’Gath’s default looks have received a fresh coat of paint. You can find the updates to his skins HERE. Also, Nightmare Cho’Gath was also updated here but I don’t have access to the skin.

 

Chogath Classic Model 2

Classic ChoGath Model 1

 


Miscellaneous

The Dragon pit now has a dragon-figure ornamentation on the floor.

 

Dragon Pit Update

 

 

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