Latest PBE Notes for Pre-Season 5 [Feedback and Discussion]

Stacona··1 votes·4,564 views

Here is the link to what I will be talking about http://www.surrenderat20.net/2014/10/109-pbe-update.html you most likely need to scroll down a little bit.

My overall thoughts is that these ideas will create one-sided, unable to comeback from, games just like season 3 once one team has a lead. Plus most of these changes make the game very complex (which should be the opposite goal for league). The jungle items look too much like all being madreds razor, if Riot is going to change the jungle items then they need to change them to more to how the current spirit items work (you deal damage from spell damage, basic attacks, and being attacked by monsters so the jungle items gain a hybrid of Spirit Stone [by far the best jungle item Riot ever made], madreds, and Quill Coat) would be the best jungle items so that every jungler does not need to choose the item to gain clear speed.

Also, should not need to have Smite to purchase items, this adds unnecessary game complexity, plus only junglers would ever buy machete anyways.

If jungle camp times will be moved further up then have EVERYTHING spawn sooner / the game starts sooner rather than waiting around for 2 minutes doing nothing.

The Smite changes and interactions seem interesting, BUT it adds too much complexity to League of Legends, the best solution is to keep Smite at 40 seconds cooldown as it is intended to be for objective control (the reason it was lowered to 40seconds in season 4, which is one of the best changes Riot has made for the game).

Dragon changes seem VERY interesting and I would love to try them out to play them, my greatest fear over the dragon changes is snowballing for the team that takes one dragon gets ALL the dragons, and then you see one-sided stomps like season 3 (please stay away from season 3, worst season and nightmarish).

Inhibitors should remain with 4 minute respawn timers so that teams can make comebacks to come out of their base instead of being pinned in 24/7 to inevitably lose. Split pushing is a very toxic gameplay pattern and is not fun to play against not fun to watch; mainly since the split pusher is usually really overpowered in some fashion, might be different if the champion was balanced and can be managed if not insanely fed then split pushing would become a strategic option, but when I think of split pushing I think of obnoxious anti-fun champions that should get nerfed in this department like Yi, Shaco, Tryndamere, Jax- if split push champions were balanced so that one champion can kill any champion 1v1 (not talking about the support vs top lane) then split pushing would become strategy against high waveclear champions (Ziggs / Orianna).

Red Buff, would be insanely broken if this buff takes place, there is a reason there is currently not a health regen buff like blue buff regen. Blue Buff, if you are going to nerf the duration (another blue buff nerf, continuing its spree of at least one nerf a season) then something needs to get buffed and/or something new added to blue buff.

Baron Buff, this has been talked about changing the buff like every single season, and this idea will break the game, Baron Buff should just be left alone.

Turret buffs = good, turrets are insanely weak right now. Turret nerfs = bad, turrets NEED to get stronger and never thought about getting weaker (at this time).

Side lane gates spawning at 20 minutes seem interesting, but nothing special.

The roaming crab in the river that drops speed buffs will make the game REAL interesting, especially early game, interested in how this crab will impact the game.

Kill/assist gold should start the game halved and slowly increase to 100% to 4 minutes, this prevents early game cheese strats.

Health and Mana regen should just be flat amount not percentage based, this just simplifies the game having the number a flat amount.

If all affected items are going to be built from cloth armour and null magic mantle, then why not just remove Chain Vest and Negatron Cloak?

~ Stacona

P.S. There was one last thing I wanted to talk about, but I cannot remember what that is at this time.

tl;dr : my thoughts and opinions of what I read and giving feedback, there cannot be a proper TLDR here so read the above

Leave your own feedback and discuss here of the PBE ideas that will go up on their soon. Remember these are extremely rough PBE ideas and most of these ideas are most likely never coming to LIVE (thank goodness), but leave behind of what you think of them.

11 Comments

Zionga01 votes

My biggest gripe with the Dragon changes is that it's practically impossible to gauge properly how much benefits taking a dragon gives. Increased regen? Increased attack stats? Increased movespeed? By the way, free movespeed from 3 drakes sounds extremely toxic; it's gonna be either too dominating, to the point where losing three dragons in a row might as well be a free loss, or completely irrelevant.

And yes, agree with the jungle changes being needlessly complicated, the items sound decent, but the Smite changes don't. Also, they nerfed jungling passives and increased the power of jungle camps, even though most heroes already lose a lot of HP jungling. It's like, what were they thinking?

junglerboy161 votes

Yeah, they are definitely going to have to tweak the stats it gives, because right now, the first two buffs are almost unnoticeable statistically, while the fifth one that triples the others makes the move speed one ridiculous (45 flat MS is as good as tier 2 boots, and that feels like too much). They should increase the buff strength from all except the MS, and then reduce the fifth one to doubling the others' bonuses. So it would be more like 1: 8 hp5/mp5. 2: 15 AD/AP. 3: 15 MS. 4: 150 HP. 5 doubles all previous bonuses.

Stacona1 votes

Warwick, Fiddle, Nunu junglers only (prepare for Nunu terror once more aka Nunu perma-ban)- the jungle items should deal damage on-hit, spell damage, and taking damage combining quill coat, madreds, spirit stone as one item type and then branch out into customization this way it opens up jungling to anyone rather than AAers

Dragon's change i just fear for snowballing- the team that eats dragons is the team that auto wins

granted getting all 5 dragons would be at minimum like 35minutes in the game

Smite cooldown should not be a long cooldown at all - and i think the respawn timers on monster camps got increased which they should be left at 50 seconds

Mediocre Joe1 votes

Well I don't think you should think of drag as worrying honestly there is no global gold on drag anymore so you will have to figure out if the stats are worth more than tower gold.

I like the jungle changes mainly because I like new ways of itemizing certain champs, when I hear people complain about difficulty all I hear is that you are lazy and don't want to actually look up what other players are doing or trying things out for yourself. the only jungle timers that are changing are blue and red buff so all other monsters still spawn at the 1:55 mark it will just change how you jungle and it will reduce the need for leashes because most people will be 2 by the time the buffs spawn.

The reason for the inhib change is because Riot really wants people to focus on defending their base and if it gets exposed cause a huge weakness this is why they give you the base buff giving you some stats while defending and why they are changing baron buff so that sieging will be different although I agree with you on that split pushing will be damn annoying. They changed how defending and sieging works with these changes and they made so much work for themselves because of all the things they need to tweak so that defending becomes impossible or becomes too strong and you have 70 min games all the time.

The turret changes will put an end to the fast push strat we are seeing at worlds because of the shield but it will open the game back up to the 4 man push strat which i thought was really boring.

I completely agree with you on the gold on kills/assists it seems like they buffed it and that was a little upsetting because I don't think a game should come down to a lvl 1 cheese strat.

Stacona1 votes

small camps spawn at 2 05 now - blue red is 1 55 -- its not red and blue spawn 35 seconds after the small camps - its starting the game sooner for less wait time so minions and monsters spawn sooner by the same time and no one said anything about jungle difficulty - its the added complexity that league doesn't need, difficulty is whatever

Super Minions prevent teams ever leaving the base, hence to why the respawns were originally lowered to 240 seconds in season 4 which i like this change - standard lanes is what is needed - buffing turrets would help prevent this as the solo laner can be safe under turret and tower dives would be too high risk especially with stronger monster camps in the early game

50% gold that ramps up to 100% by 4 minutes in the game is what is needed - whether solo queue or competitive play - anything cheese related is very toxic to the game

Mediocre Joe1 votes

small camps spawn at 2 05 now - blue red is 1 55 -- its not red and blue spawn 35 seconds after the small camps - its starting the game sooner for less wait time so minions and monsters spawn sooner by the same time and no one said anything about jungle difficulty - its the added complexity that league doesn't need, difficulty is whatever

Super Minions prevent teams ever leaving the base, hence to why the respawns were originally lowered to 240 seconds in season 4 which i like this change - standard lanes is what is needed - buffing turrets would help prevent this as the solo laner can be safe under turret and tower dives would be too high risk especially with stronger monster camps in the early game

50% gold that ramps up to 100% by 4 minutes in the game is what is needed - whether solo queue or competitive play - anything cheese related is very toxic to the game

wait so are blue and red buff on a 2min and 30 second timer now? that line confused me I thought it mean that blue and red spawn at 2:30

Stacona1 votes

blue and red spawn at 2 30 - monster camps 1 55 on the PBE so there is a 35 seconds difference - minions and monsters should all spawn like 30 seconds sooner so the game starts 30 seconds sooner

on LIVE it is 1 55 blue and red, 2 05 monster camps

-- respawn timers for normal monster camps should remain at 50 seconds, and smite remain at 40 seconds

AnomalousChimera1 votes

The current numbers on PBE show a buff for HP regeneration and a large nerf to MP regeneration. Tanks will get stronger and mana-hungry champs like Kassadin (RIP, man) and Sona will get gutted further.

Also, that red buff changes seems OP. All junglers will try to get red at the start with the current suggested changes unless the opposing jungler is mana-hungry and reliant on blue. Junglers with low mana costs or junglers that don't use mana will become increasingly popular.

Stacona1 votes

Chalice still buffs the mana regeneration don't forget - they should buff clarity if they will nerf mana sustain items - i still want Flash removed as a summoner spell (there are ways to keep it in the game like granting it as a free item for everyone that can combine with other items)

AnomalousChimera1 votes

Mana Font is nice, but it doesn't change the fact that MP5 will straight out be nerfed if the current numbers hold.

Stacona1 votes

I just think that the percentage numbers over flat numbers does nothing but complicates the game for no reason at all

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