these are the current thing on the PBE who have not looked them up

CasterGilgamesh·8/5/2015, 1:37:41 AM·1 votes·560 views
8/4 PBE Update

Darius Here's Statikk with a changelist and feedback thread for the Darius update: "Hey all, Now that everyone's favorite dunkmaster has hit the PBE, wanted to make a consolidated thread where we can discuss the design direction and talk about potential tweaks we can make before he hits the Live servers. Notes Some of Darius' early lane power has been shifted more towards the mid and late game We expect Darius to build much more tanky items than he has previously done with the help of Bloodrage In order to accommodate for the strength and importance of Bloodrage, a lot of Darius' base damage numbers needed to be reduced Changelist General Attack Range increased to 175 from 125 Attack Damage per level increased to 5 from 3.5 Health per level increased to 100 from 93 Armor per level increased to 4 from 3.5 Base Attack Speed reduced to 0.625 from 0.679 Attack Speed per level reduced to 1% from 4% Hemorrhage (P) Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit. Bleed now deals physical damage instead of magic Bleed damage reduced to 10-27 from 12-36 No longer grants Movement Speed per enemy champion bleeding Decimate (Q) Now has a 0.75 second delay before swinging Darius now heals for 10% of his missing Health for each enemy champion hit by the blade (max: 30%) Blade damage (outer circle) changed to 20/40/60/80/100 (+1.0/1.1/1.2/1.3/1.4 total Attack Damage) from 105/157.5/210/262.5/315 (+1.05 bonus Attack Damage) Handle damage (inner circle) reduced to 50% from 66% Enemies hit by the handle no longer receive a stack of Hemorrhage Crippling Strike (W) Damage adjusted to 140% total Attack Damage from 120/140/160/180/200% Slow amount increased to 40/50/60/70/80% from 20/25/30/35/40% Slow duration reduced to 1 second from 2 seconds No longer slows Attack Speed Cooldown changed to 9/8/7/6/5 seconds from 8 No longer reduces base cooldown per Hemorrhage stack on the target Mana cost reduced to 30 from 30/35/40/45/50 Apprehend (E) Fixed a bug where enemies would be pulled in if they escaped the area during the cast time Cast time reduced to 0.25 seconds from 0.32 Now briefly slows targets after being pulled in Noxian Guillotine (R) Damage reduced to 100/200/300 from 160/250/340 No longer refunds Mana on re-casts, instead all re-casts cost no Mana At rank 3, Noxian Guillotine no longer has a Mana cost Upon executing an enemy champion, all nearby lesser creatures (non-champions) become terrified for a few seconds Feel free to leave feedback. I'll be checking back here every so often to answer your guys' questions and see how Darius is performing."

Garen

Here's RiotRepertoir with a changelist and feedback thread for Garen's update: "Hi everyone, Since Garen's headed to PBE now, I wanted to get a thread up to centralize feedback, as well as a place to put his up-to-date changelist. If you have any questions, feel free to leave them below. Changelist: General: Rec Items updated Base Stats: (Nerf) Health/lvl 96 >>> 84.25 (Buff) AD/lvl 3.5 >>> 4.5 (Buff) Armor/lvl 2.7 >>> 3.0 (Buff) Attack Range 125 >>> 175 Passive - Perseverance: (Nerf) Regen/sec @lvl16 2% max Health >>> 1.6% Q - Decisive Strike: (Nerf) Silence Duration 1.5/1.75/2/2.25/2.5 >>> 1.5 all ranks W - Courage: (Removed) 20% increased bonus Armor and Magic Resist (Added) Killing units permanently grants 0.2 Armor and Magic Resist (1 for champions, large monsters, and epic monsters), up to a maximum of 10/15/20/25/30 (Removed) Active Tenacity component E - Judgment: (Nerf) Base Damage per tick 10.0/22.5/35.0/47.5/60 >>> 12.0/16.0/20.0/24.0/28.0 (Buff) Total Attack Damage Ratio per tick 0.35/0.40/0.45/0.50/0.55 >>> 0.47/0.49/0.51/0.53/0.55 (Nerf) Base ticks per cast 6 >>> 5 (Buff) Cooldown 13/12/11/10/9 >>> 9 at all ranks (Added) Judgment’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast (Added) Cancelling Judgment early returns cooldown of Judgment equal to the remaining duration of the buff (Removed) Judgment no longer benefits from Critical Strike Chance or Critical Strike Damage (Removed) Garen no longer moves 20% slower while moving through minions (Added) Garen now moves 20% slower while moving toward champions he’s hitting with Judgment R - Demacian Justice: (Added) Passive: The enemy champion with the most recent kills is the Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage (Added) Demacian Justice now deals true damage to the Villain instead of magic damage That should be the full list for now. If you get a chance to check him out in game on PBE, let me know how it goes, or even if you don't, feel free to just leave your feels on the changes generally. Thanks, Repertoir"

Mordekaiser

Here's CertainlyT with a changelist and feedack thread for the Mordekaiser update: "Hey PBE'ers, Let's discuss the planned Mordekaiser changes now on PBE. For further context, check out the Juggernaut Dev Blog.http://na.leagueoflegends.com/en/page/gameplay-update-juggernauts Changes: General Recommended Items updated Base Stats (Nerf) MS 340 >>> 330 (Nerf) HP 555 >>> 525 (Buff) HP/lvl 73 >>> 80 (Buff) AD/lvl 3.5 >>> 5 (Buff) AS/lvl 2.6 >>> 3 (Buff) HP5 3.3 >>> 4 (Buff) HP5/lvl 0.3 >>> 0.55 (Buff) Range 125 >>> 200 Attack frame improved Armor/lvl 2.7 >>> 3.0 Attack Frame improved, but no longer scales as well with Attack Speed (Attack Frame should feel more consistent across game time) Passive: Shield decay per second now 2% of base hp (up from 3% max shield) Shield no longer decays below 25% Max shield from per level to 25% of max HP Shield generation is now 25% of damage dealt, from 35% Q: Now buffs Mordekaisers next 3 attacks. Each does 2x-3x the last, increasing with spell rank (e.g., if the first hit deals 100 damage, the third deals 900). W: Reworked New passive: Mordekaiser receives full experience from any lane minion he kills New active -- Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 MS while moving toward one another. When close to one another, both deal magic damage to nearby enemies over 4 seconds. Ability can be reactivated to instantly deal ~40% of the total DoT and heal Mordekaiser and his ally for the damage dealt (heal takes 3 units maximum; 33% heal to minions) Health cost removed. E: Base damage reduced from 70/115/160/205/250 >>> 35/65/95/125/155 Now also scales with 0.6 total AD Cooldown from 6 >>>> 6/5.75/5.5/5.25/5 Now grants 15% of maximum shield on champion hits R: Added: Passive -- Dragon Force: Dealing damage to the Dragon curses it. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target. Planned: Ghost scaling cleaned up [This is not yet on PBE]"

Skarner Here's RiotRepertoir with a changelist and feedback thread for Skarner's update: "Hey guys, With Skarner on PBE, I wanted to get a full changelist up for people to read over, as well as establish a place to leave Skarner feedback during his time on PBE. Here's the changelist: General Recommended Items updated Base Stats (Nerf) Base Movement Speed 345 >>> 330 (Nerf) Health/lvl 96 >>> 84.25 (Buff) AD/lvl 4.2 >>> 4.5 Passive - Crystal Spires (Removed) Crystallizing Sting (moved thematically to E - Fracture) (Added) Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds. While near active crystals, Skarner gains 150 Movement Speed and 35%+5%/lvl Attack Speed, and he restores 3% of his maximum Mana per second. Crystal capture specifics: Crystals remain captured permanently for the capturing team until recaptured by the opposing team Capturing a crystal grants 15g to players that helped capture it Crystals are locked out of being recaptured for 10 seconds after being captured While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time) If a member of the team owning the crystal is standing on the crystal, it cannot be captured Q - Crystal Slash Shifts in damage/cooldown/cost/effects: Uncharged base damage replaced with 0.32/0.34/0.36/0.38/0.40 Total Attack Damage ratio Charged base damage replaced with 0.32/0.34/0.36/0.38/0.40 Total Attack Damage ratio Uncharged Bonus AD ratio removed Cooldown 3.5 >>> 3.50/3.25/3.00/2.75/2.50 Charged duration 5 >>> 4 Cooldown reducing effect on basic attack against non champion 0.5 seconds >>> 0.25 seconds (effect against champions unchanged at 1 second) Mana Cost 16/17/18/19/20 >>> 10/11/12/13/14 (Removed) Stacking Movement Speed and Attack Speed buff W - Crystalline Exoskeleton: Shifts in shield value: Base shield value removed (AP ratio maintained) Now shields for 12/13/14/15/16% of Skarner’s maximum Health E - Fracture: (Added) Missile speed now decreases for each champion hit (Added) Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second. (Nerf) Slow Duration 2.5 >>> 2 R - Impale Shifts in damage: Base Magic Damage 100/150/200 >>> 20/60/100 Now deals additional physical damage on both ends equal to 100% of Skarner’s Attack Damage (Buff) Mana Cost 100/125/150 >>> 100/100/100 Cooldown 110/100/90 >>> 120/100/80 No longer deals bonus damage to targets with Crystal Venom If you get a chance to check out Skarner, let me know how it goes. Or if you just have some feedback given the changelist above, that works too. Thanks, Repertoir"

Core Defensive Items Pass Here's Xypherous with information on the tentative changes to defensive items in 5.16: "Hey guys, Defensive items right now are in a generally okay place - It's not great but it's functional. There are some very high powered items (especially in Armor) but there are also some weaker items (especially in Magic Resistance) that are viable so on the whole - defensive builds as a whole generally reach the amount of power / cost that's probably okay. However, we'll be introducing several new defensive items in the 5.16 patch and the existence of these high powered items create a world where any new item has to be almost equally high powered to compete. This necessitates a rebalancing of power across the board such that it can be acceptable of new items being introduced. I suspect that this changelist isn't going to be particularly exciting - especially compared to AP - but these changes were made to provide an easier environment to balance introducing new defensive items that we'll be introducing in the same patch. This does have some side effects on low income characters (Support / Support Tanks / Pure Tanks) - and so we'll likely be looking at base statistic adjustments on the ones that are most affected if we feel like they're in a terrible spot. TL;DR - Armor items are generally more expensive or grant less armor. Health items readjusted. Magic Resistance is generally cheaper and easier to build. Will be looking at specific support or low-income champions that might be hurt from an Armor perspective. Magic Resistance Null Magic Mantle Cost: 500 --> 450 Negatron Cloak Cost: 850 --> 800 Note: Rescaled the cost of MR to be roughly 90% of Armor. Aegis of the Legion Cost: 1900 --> 1600 Recipe Change: Null Magic Mantle + Crystalline Bracer HP Regen: Gains 100% Base HP Regen. Aura MR: Magic Resistance Aura changed from 20 --> 15. Aura Regen: No longer grants HP Regen as an Aura. Notes: Recipe change was a fairly requested change - however, given the power/size of the item - the recipe change alone would probably favor bruiser / solo tanks than actual support characters. With this general rebalance - shrinking the item's power and effect also lets us streamline the item path as it'll be less suited for solo bruiser/tanks and more appropriate to support tanks / pure support who have less inventory slots. Locket of the Iron Solari Total Cost: 2800 --> 2750 Shielding Active: Shield power increased by 50%. ( 50 - 230 --> 75 - 345 ) Shielding Duration: Shield Duration goes from 5 --> 2 Note: Similar to the AP item work - taking the time to sharpen the identity and power of several of these items. While a 5 second low power shield is fairly decent at general defense - it's not quite enough shield to save someone and somewhat poor at fighting back against a high powered burst spell. Compressing the power and duration of the shield is aimed at pushing the power away from general ambient damage absorption to a more reactive 'block' approach. Banner of Command Total Cost: 3000 --> 2750 Note: Now even more overpowered than before. Spectre's Cowl Magic Resistance: 35 --> 40 Spirit Visage Total Cost: 2750 --> 2700 Magic Resistance: 55 --> 60 Health Regeneration: 100% of Base --> 150% of Base Banshee's Veil Total Cost: 2750 --> 2700 Recipe Change: Now builds from Spectre's Cowl and Crystalline Bracer instead of Spectre's Cowl and Ruby Crystal. Magic Resistance: 55 --> 60 Notes: Nothing to see here. Just general cost / power tuning - as well as some light recipe adjustments. Crystalline Bracer now forks at Veil and Aegis if you're building MR -or- between RG and Warmog's if you're looking for Health. Armor / Resistance Raptor's Cloak Total Cost: 1000 --> 1100 HP Base Regen: 100% to 150% Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower. Notes: In general, Raptor's Cloak was pretty good at one or two specific scenarios (dancing) - however, the usability tuning of it frequently meant it was pretty inconsistent in a lot of other things. While this isn't the core problem with the item - doing some light tuning passes here to improve some of the usability around this item. ZZ'Rot Portal Total Cost: 2800 --> 2750 Point Runner: See Raptor's Cloak Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points. Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings. Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances. Notes: Some cleanup and adjustments on ZZ'Rot Portal - mostly for usability. While the range is 'doubled' - the health of the voidlings is lower at any given point - so poor placements of ZZ'Rot will still get you voidlings when you properly support them but at generally far lower health pools. Ohmwrecker Point Runner: See ZZ'Rot Portal Armor Items Glacial Shroud Total Cost: 950 --> 900 Warden's Mail Total Cost: 1050 --> 1100 Frozen Heart Total Cost: 2450 --> 2600 Armor: 100 --> 90 Notes: So Frozen Heart is one of several main defensive item outliers in terms of just raw power and efficiency - so we're going to tone that down by quite a bit as, compared to other items - the effective power to cost ratio was incredibly high. Thornmail Total Cost: 2100 --> 2300 Passive Changed: Instead of reflecting 30% of pre-mitigation damage, it instead reflects 15% of pre-mitigation damage and 25% of your bonus Armor. Note: Thornmail was another major outlier in terms of power effectiveness - but - it is only strong in the presence of high health pools. Because Thornmail is such an effective standalone Armor item and additional Armor doesn't really make Thornmail much stronger - Thornmail is strongest when you can stack Health (as is the case for most pure resistance items.) While this case will always be naturally powerful - putting a hook onto Thornmail such that purchasing additional Armor items unlocks a different sort of power as well as having some more soft synergies with other champions (Leona, Rammus, etc.) If you're under the effects of a negative % decrease in Armor - Thornmail will ignore it for the purpose of calculating bonus damage. However, flat decreases and shreds that cancel our your innate % increases (For example, Malphite vs. Garen) - will impact the damage of Thornmail. Randuin's Omen Total Cost: 2850 --> 2700 Health: 500 --> 400 Armor: 70 --> 60 Cold Steel Passive: Unchanged Crit Damage Reduction: Now reduces critical strike damage taken by 10%. Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds. Notes: Randuin's Omen is probably one of the more ubiquitous items in the game in terms of general purpose strength. Since we're adding several items that try to do slightly different things - sharpening Randuin's Omen to be a more dedicated 'Oh god, crits are murdering me' item seemed appropriate. However, this is overall intended to be a moderate nerf to the item. Health Warmog's Armor Base Regen: Now grants 200% Base Regen instead of zero. Passive Changed: Grants Warmog's Heart if you have above 3000 life. Warmog's Heart restores 3% of your maximum life per second when you haven't taken damage in 8 seconds. Notes: Sharpening items. MORE SHARP. MORE FOCUS. I think we've been generally happy with Warmog's Armor as an anti-siege option for the mid-late game - so we're kind of tripling down on the concept at this point. In the late game - recalling and regenerating has roughly similar effects in a winning case - and therefore we've decided to push Warmog's into a space where it is powerful enough to replace the act of Recalling for healing in the late game for character's that choose to invest heavily into a health route. Righteous Glory Total Cost: 2500 --> 2400 Catalyst Passive: Loses Catalyst Passive on Upgrade. Notes: Catalyst has two clear upgrades - a rush item (Rod of ze Ages) or Righteous Glory (Team Fight). One of the reasons we've tuned down RG over time is that whenever its strong enough to be rushed as first item, we tend to dislike how early skirmishes get decided. Trying some minor experimental stuff to discourage RG as first-pick up by giving it a clear tradeoff from its counterpart - while also making it slightly easier to build later in the game. Cinderhulk Base Health: 300 --> 400 Health Multiplier: 25% --> 15% Notes: This is a minor buff to Cinderhulk's average case and a nerf to Cinderhulk's best case late game. While Cinderhulk isn't exactly a dominant pickup at the moment - it sits in this odd spot of having most of its power devoted to a late game which already has its fair share of powerful effects (Devourer). This change shifts it to be slightly more mid-game focused than its counterparts and should let us better control how much Health a character will have due to the reduced multipliers. TL;DR - Armor is nerfed and more expensive. MR is generally cheaper and easier to build. Health adjusted. Total cost should be similar - but most likely more expensive. Will be looking at some classes for base statistics adjustments to compensate for potential loss in defensive armor."

New Items - Sterak's Gage and Titanic Hydra But that's not all for items - up next, here's Riot Axes with a thread on the new Sterak's Gage and Titanic Hydra items that are now on the PBE: "Hi folks, In support of the Juggernaut champion changes, we're releasing a pair of new items - Sterak's Gage and Titanic Hydra. This thread is a good place for feedback. Sterak's Gage Giant's Belt + Long Sword + 1190 Gold (2550 Gold total) +500 Health +25% Base Attack Damage UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds. Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health. Some quick context: It turns out there's a ton of ambient AOE damage on the front lines of a teamfight - a lot of ults hit for 500+ and they all tend to come down at once. Sterak's Gage should help Juggernauts avoid dying by accident in an average teamfight while leaving them able to be killed by focus fire or truly dedicated wombo. Titanic Hydra Tiamat + Ruby Crystal + 1000 gold (3300 Gold total) +250 Health +50 Attack Damage +100% Base Health Regen UNIQUE Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit. UNIQUE Passive - Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage). UNIQUE Active - Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn't apply to this attack). Quick context: The Black Cleaver covers spell-based tanky melee champs pretty well, and Trinity Force covers its set of champions amazingly. Titanic Hydra should cover more basic attack-focused Juggernauts with their own option while providing a decent stretch goal for other Juggernauts having a great game to shoot for. Quick note - VFX, audio, and icons are still work in progress. This thread is a great place to leave feedback if you get a chance to test these items. Thanks! ~Riot Axes"

Miscellaneous !

Balance Changes

  • Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

Champions Darius [Changed as part of the Juggernauts gameplay update. ]

Garen [Changed as part of the Juggernauts gameplay update. See Riot Repertoir's Garen changelist and feedback thread for more information. ]

Kassadin Rift Walk (R) [new effect] now has a .2 AP ratio on the jump and a .1 AP ratio on each subsequent Riftwalk.

Lee Sin Flurry (Passive) now returns 20 energy in the first hit and 10 on the second from 15 on both.Dragon's Rage (R) [new effect] Tooltip now includes "Every time the target collides with an enemy champion, the target also deals 15/18/21 % of their bonus health as physical damage."

Lissandra Frozen Tomb (R) [new effect] Self Cast now also heals Lissandra for [100/150/200] + [(.3 AP)%], increased for 1% for each 1% health she is missing.

Lucian Ardent Blaze (W): Now gives movement speed when Lucian OR his allies damage a marked target, instead of only Lucian. Movement speed increased to 60/65/70/75/80 from 40/45/50/55/60 Movement speed duration lowered to 1 from 2 seconds. Mana cost reduced to 50 from 60

Nasus Siphoning Strike (Q) now includes "Next basic attack has 25 additional attack range (does not stack with range form Fury of the Sands)

Zed Death Mark (R) delay between reactivating Death Mark reduced to .5 from 1

[NEW] Sterak's Gage Recipe: Long Sword + Giant's Belt + 1190g Stats: 500 HP +25% Base Attack Damage Unique Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain PRIMAL RAGE for 8 seconds PRIMAL RAGE: Grow in size and Strength, gaining increased size, +25% additional base attack damagea, and a rapidly decaying shield for 30% of your maximum health.

[NEW] Titanic Hydra (melee only) Recipe: Ruby Crystal + Tiamat + 1000g Stats: +250 Health +50 AD +100% base health regen Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit Unique Passive - Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage). Unique Active - Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn't apply to this attack).

these are so far what riot plans to implement my sources is the surrender at 20 site

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