NUMERICAL VALUES ARE EXCLUDED FROM PBE PATCH NOTES DUE TO THE NATURE OF THE PBE (IT CHANGES).
Pwyff here - trying some things out with patch notes and patch communication. There will be a discussion down the line to further expand on the things we're trying to do with patch notes, and I'll link to the post when it arrives (some time today). For now enjoy some experimental PBE patch notes that are TENTATIVE.
Discussion on patch note format can be found here: http://na.leagueoflegends.com/board/....php?t=3691786
Hey Summoners,
As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.
Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.
Champions
Ashe
Summary: Fixed a bug with Ashe’s passive where it would build up stacks while still on cooldown. To compensate, Ashe will gain more focus stacks per second.
Focus
Focus stacks per second increased
Fixed a bug where Focus was granting stacks in certain situations
Elise
Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel's will no longer allow Elise to travel outside of her indicated range.
Spiderlings
Health reduced
Armor increased (based on Spider Form rank)
Magic Resist increased (based on Spider Form rank)
Multi-target damage reduction adjusted
Vision radius reduced
Spiderlings now instantly vanish upon shifting into Human Form
Spiderlings are now grouped closer together while moving
Volatile Spiderling
Movement Speed of the spiderling has been reduced
Vision radius of the spiderling has been reduced
Rappel
Elise can no longer descend outside of the indicated area
Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
Spiderlings will now descend from Rappel slightly after Elise, instead of descending at the same time
Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically Elise’s spiderlings were very tanky and had a high amount of utility in soaking up damage – with these changes we can add a little more counterplay for players to take them out and Elise will need to think carefully about replenishing them with her passive.
The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise’s Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this caused Rappel to be extremely frustrating to play against. In this patch, the circular visual indicator will now more accurately represent where and who Elise is allowed to descend upon.
Fiddlesticks
Crowstorm
Doesn't briefly reduce Baron Nashor, Dragon or Vilemaw's magic resist anymore
Karthus
Lay Waste
When Karthus' passive is active Lay Waste casts targeted beyond max range will instead be cast at max range instead of doing nothing.
Defile
Ability power ratio reduced
Fixed a bug where Cooldown Reduction allowed Defile to be rapidly deactivated and reactivated to increase its damage output
Malzahar
Call of the Void
Missile visibility from fog of war and brushes now consistent with other missiles
Summon Voidling
Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions
Nami
Aqua Prison
Fixed a bug where sometimes the stun effect lasted longer than intended
Ryze
Summary: All of Ryze’s spell ranges are reduced, but his base movement speed and movement speed gained from Desperate Power have been increased.
Base Movement Speed increased
Overload
Cast Range reduced
Rune Prison
Cast Range reduced
Mana Cost reduced
Spell Flux
Cast Range reduced
Desperate Power
Movement Speed increased
Context: With his spell range and high damage at late game, Ryze could effectively melt squishy champions on the back line while still being tanky (when built in that way). We wanted to focus on Ryze’s core identity as a “mid-range” mage so that he needs to focus on movement to get to his priority targets.
Thresh
Summary: Thresh will be more vulnerable at early levels but souls will now grant a flat bonus for each one collected, with no diminishing returns.
Base Health reduced
Base Armor reduced
Damnation
Souls now always grant a flat amount of Armor and Ability Power per soul collected
Context: We wanted to make trading in lanes a little riskier for Thresh as he already had a lot of crowd control in Death Sentence and Flay. Additionally, souls had the tendency to become negligible in the late game due to their diminishing returns, so letting them give a flat bonus means Thresh’s passive won’t feel worse for players who are diligent in picking up souls.
Twisted Fate
Summary: Loaded Dice no longer grants global bonus gold – instead it gives Twisted Fate an overall higher amount of personal gold every time he kills a minion. Pick a Card now has a smaller window to throw the card after locking it instead of just a long window to both lock and throw the card.
Loaded Dice (Remade)
Upon killing a unit Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.
Pick a Card
No longer has a 10 second duration to both lock and throw the card
Now has a set amount of time to lock the card and a smaller window of time to throw it
Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, and then sitting on the locked card for the rest of the duration to intimidate opponents. While there is more time overall to utilize Pick a Card, players will have a smaller window to act once they lock in.
Warwick
Infinite Duress
Fixed a bug where damage would continue after being interrupted by enemy champions
Zac
Elastic Slingshot
Damage reduced
General
Baron Nashor
Summary: Baron Nashor will now take less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he can apply to whoever is tanking him) as opposed to directly reducing Attack Damage. Overall this means that soloing Baron with a sustained magic source will be far more difficult.
Baron Nashor's 'Voracious Corrosion' effect now no longer reduces the target's Attack Damage by 50%.
Baron Nashor's 'Voracious Corrosion' effect now reduces the physical and magical damage the target would deal to Nashor.
Context: As mentioned above, soloing Baron with a single sustained magic source was too easy for a select few champions, so this will make things more consistent overall. A noted side effect is that teams who attempt Baron will be at less of a disadvantage when engaged upon, due to the fact that Voracious Corrosion doesn’t directly alter attack damage (it just reduces damage directed at Baron Nashor). We will monitor this and act if it seems to be a significant problem.
Turrets POR FIN!!!!!!!!!!!!!!!!
Summary: Turrets will be harder to push down within the very early stages of the game. We’ve also corrected a minor bug where purple side inner turrets had slightly more armor than intended.
Outer turrets gain a flat armor bonus at the beginning of the game for 8 minutes
Outer turrets base Armor increased
Outer turrets no longer gain Armor over the first 8 minutes
Fixed a bug where purple side inner turrets had 10 more armor than intended
Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn’t want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.
For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.
Items
MR Items
Summary: Two new magic resistance items have been added to the game, with one being an upgrade for Hexdrinker and the other being a mid-level MR item to build out to Spirit Visage and Banshee’s Veil.
New Item: Spellbreaker (Melee Only)
Recipe: Hexdrinker + Avarice Blade + Gold
- Attack Damage
- Magic Resistance
- Critical Strike Chance
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown.)
New Item: Spectre's Cowl
Recipe: Ruby Crystal + Negatron Cloak + Gold
- Health
- Magic Resistance
UNIQUE Passive: Grants bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.
Spirit Visage
Recipe Changed: Spectre's Cowl + Kindlegem + Gold
Health increased
Magic Resistance increased
Now additionally grants bonus Health Regen per 5 seconds
Banshee's Veil
Recipe Changed: Spectre's Cowl + Ruby Crystal + Gold
Health increased
Magic Resistance increased
No longer gives mana
Additional UNIQUE Passive: Grants significant bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.
Guardian Angel
Recipe Changed: Negatron Cloak + Chain Vest + Gold
Magic Resistance increased
Context: We wanted to reposition Magic Resistance to be more of a personal stat as opposed to being an aura-focused stat (see below for our Runic Bulwark changes). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more space for tanks versus late game poke teams.
Bulwark & Locket
Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.
Aegis of the Legion
Combine cost reduced
Health reduced
No longer grants self-only Magic Resist
UNIQUE Aura – Legion
No longer grants Armor
Magic Resist increased
No longer grants additional bonuses to minions
Runic Bulwark
Removed from the game
Locket of the Iron Solari
New build path: Aegis of the Legion + Gold
- Health
- Armor
- Cooldown Reduction
UNIQUE Active retained
Now grants UNIQUE Aura – Legion
Context: We wanted to reduce the burden of buying an Aegis / Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction.
Other Items
Spirit of the Ancient Golem
Health reduced
Blade of the Ruined King
Active Haste/Slow duration reduced
Warden's Mail
Passive Slow Duration reduced
Cost reduced
Randuin's Omen
Passive Slow duration reduced
Cost reduced
Frozen Heart
Cost reduced
New Icons
The following items have received new icons
Vampiric Scepter
Catalyst the Protector
Deathfire Grasp
Glacial Shroud
Abyssal Scepter
Thornmail
Hextech Revolver
Haunting Guise
Summoner's Rift
Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns so now junglers will need to clear the full camp in order to hit level 2, as opposed to simply killing the buff monster.
Wolves
Spawn time increased to 2:05 from 1:55
Wraiths
Spawn time increased to 2:05 from 1:55
Golems
Spawn time increased to 2:05 from 1:55
Ancient Golem
Base experience granted reduced to 260 from 340
Lizard Elder
Base experience granted reduced to 260 from 340
Young Lizard
Base experience granted increased to 50 from 10
Base Health increased to 400 from 300
Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we’re pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple an opposing jungler – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but we want to make sure there is an appropriate amount of risk involved.
Twisted Treeline and Crystal Scar
Summary: Needlessly Large Rod and Deathfire Grasp removed from these map modes, with more mid-level AP items added into the game, including Liandry’s Torment, Seeker’s Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the active ability of Deathfire Grasp.
Bug Fixes
Vilemaw now properly selects his melee attack for melee champions with more than 100 range
Vilemaw no longer twitches when players leave his lair
Lesser Wraith health now properly scales with time
General Changes
Needlessly Large Rod removed
Deathfire Grasp removed
Liandry's Torment enabled
Seeker's Armguard enabled
RETURNING ITEM: Moonflair Spellblade (Ranged Only)
Recipe: Seeker's Armguard + Negatron Cloak + Gold
- Ability Power
- Armor
- Magic Resistance
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
Blackfire Torch
Reworked: Blasting Wand + Fiendish Codex + Gold
- Ability Power
- Cooldown Reduction
UNIQUE Active: Deals 20% of target champion's maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown).
Wooglet's Witchcap
New Build Path: Seeker's Armguard + Blasting Wand + Amplifying Tome + Gold
Armor increased
Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) are removed because Needlessly Large Rod is unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker’s Armguard should also help with early-mid game survivability.
Es un copia y pega BASTISIMO. Lo importante es que las torres van a ser mas duras en el early.