8/4 PBE Update: Arcade Riven, Battle Boss Blitzcrank, Academy skin set, Juggernauts gameplay update, Defensive Item Changes, two new items, and more!

Posted on at 1:46 PM by Moobeat
To start the 5.16 PBE cycle we have a MASSIVE update! We have six new skins total, Arcade Riven, Battle Boss Blitzcrank, and Academy skins for Ahri, Darius, Ekko, and Vladimir. We also have gameplay updates for Darius, Garen, Mordekaiser, and Skarner, defensive item changes, two new items, and more!
Continue reading for more information!

(Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )


Table of Contents


New Skins

To kick off the 5.16 PBE cycle, we have six new champion skins!

Arcade Riven

1350 RP


Here's Riot Katey Khaos with a bugs & feedback thread for Arcade Riven:
"While some may say it’s dangerous to go alone, Riven has no problem doing so, especially when she takes her broken blade along with her. 
Arcade Riven will be 1350 RP* and includes –
  • New model and Texture!
  • All new particles!
  • All new sound effects! (K.O!.)
  • New recall animation! 
Arcade Riven is now available to play on PBE! We always find bug reports and feedback super helpful, so please feel to comment in the thread below. Likewise, if you've got any questions, post ‘em here and we’ll do our best to answer them! 
*Prices on PBE are subject to change."

Battle Boss Blitzcrank

1350 RP



Here's Riot Katey Khaos with a bugs & feedback thread for Battle Boss Blitzcrank:
"All your Rift are belong to us. 
Battle Boss Blitzcrank rolls his way onto the Rift. Whatever you do, do not take your eye off of the claw; otherwise, it could be game over for you! 
Battle Boss Blitzcrank will be 1350 RP* and includes –
  • New model and Texture! 
  • All new particles! 
  • All new sound effects! 
  • New run animations 
  • New recall animation!
Battle Boss Blitzcrank is now available to play on PBE! We always find bug reports and feedback super helpful, so please feel to comment in the thread below. Likewise, if you’ve got any questions, post ‘em here and we'll do our best to answer them! 
*Prices on PBE are subject to change."


We also have a sets of four academy themed skins!
Here's Galetta with a bugs & feedback thread for these four Academy themed skins!
""Ahhh, I'm late!" 
Straight out of the Academy and onto the Rift: Ahri, Darius, Ekko, and Vladimir are ready to school the competition! These skins include:
  • New models and textures!
These skins will be 750RP each. (pricing on PBE is subject to change) 
Your feedback and bug reports are extremely helpful to us, so please check out The Academy skins and let us know what you think! Feel free to drop any bugs you find in this thread as well! 
See you on the Rift!"


Academy Ahri

750 RP




Academy  Darius

750 RP


Academy Ekko

750 RP


Academy Vladimir

750 RP



Gameplay Update: Juggernauts

As announced earlier, today's update includes big changes for Darius, Garen, Mordekaiser, and Skarner as part of the Juggernauts Gameplay update!
Click the links to quick jump each of the updates:

Darius


"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."

Here's a look at Darius' currently abilities, stats, and tooltips:

Base Stats
  • Health per level increased to 100 from 93
  • Armor per level increased to 4 from 3.5
  • Attack Damage per level increased to 5 from 3.5
  • Attack Range increased to 175 from 125
  • Base Attack Speed reduced to 0.625 from 0.679
  • Attack Speed per level reduced to 1% from 4%

Hemorrhage (Passive)
Whenever Darius damages an enemy with the axe's blade, they bleed for 10-27 (+.3 bonus ad) physical damage over 5 seconds, stacking up to 5 times. 
Whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine, Darius enters Bloodrage for 5 seconds, gaining 40-200 bonus Attack Damage and applying max Hemorrhage to enemies hit.

Decimate (Q)
40 Mana
9/8/7/6/5 sec Cooldown 
After a short delay, Darius swings his axe around himself, striking enemies in its path. Enemies hit by the axe's blade take 20/40/80/100 (+1.0/1.1/1.2/1.3/1.4 total attack damage) physical damage. Enemies hit by the handle take 50% damage (does not apply Hemorrhage). 
Darius heals for 10% of his missing Health per enemy champion hit by the blade (max:30%).

Crippling Strike (W)
30 mana
9/8/7/6/5 sec cooldown 
Darius' next basic attack deals (140% total AD) physical damage and slows the target by 40/50/60/70/80% for 1 second.

Apprehend (E)
45 Mana
24/21/18/15/12 sec Cooldown 
Passive: Darius's physical damage ignores 5/10/15/20/25% of his target's armor. 
Active: Pulls in all enemies in front of Darius and breifly slows them.

Noxian Guillotine (R)
100 Mana
120/100/80 Sec Cooldown 
Leaps to target enemy champion and strikes a lethal blow, dealing 100/200/300 (+.75 bonus AD) true damage. For Each Stack of Hemorrhage on the target. Noxian Guillotine deals an additional 20% damage.  
Maximum Damage: X
If Noxian Guillotine kills the target, it may be re-cast at no cost within 20 seconds.
At rank 3, Noxian Guillotine unlocks - it's cooldown now resets entirely on kill and it no longer has a Mana cost.

Here's an updated ability preview for Darius:

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"

Here's a look at Garen's currently abilities, stats, and tooltips:

Base Stats:
  • Health per level reduced to 84.25 from 96
  • AD per level increased to 4.5 from 3.5
  • Armor per level increased to 3 from 2.7
  • Attack Range increased to 175 from 125

Perseverance (Passive)
If Garen has not been struck by damage or enemy abilities in the last 9/6/4 seconds, he regenerates X health every 5 seconds (2/4/8% of max health). Minion damage does not stop Perseverance.  
At level 11, damage from non-epic monsters will no longer stop Perseverence.
At level 16, the power of Perseverance is increased significantly


Decisive Strike (Q)
No Cost
8 sec Cooldown 
Garen breaks free from all slows affecting him and gains 35% movement speed for 1.5/2.25/3/3.75/4.5 seconds.  
His next basic attack within 4.5 seconds deals 30/55/80/105/130 (+.40 AD) physical damage and silences his next target for 1.5 seconds.


Courage (W)
No Cost
24/23/22/21/20 sec Cooldown 
Passive: killing units 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.Current Bonus: X
Active: Garen gains a defensive shield for 2/3/4/5/6 seconds, reducing incoming damage by 30%.


Judgment (E)
No Cost
9 sec Cooldown 
Garen rapidly spins his sword around his body for 3 seconds, dealing 12/16/20/24/28 plus 47/49/51/53/55% of his attack damage (+X) as physical damage to nearby enemies 5 times (increased by 1 every 3 champion levels) over the duration. 
Cancelling Judgement returns cooldown equal to the remaining duration. Garen moves 20% slower toward champions he's hitting with Judgment. Judgment deals 75% damage to minions. 
  • [So total number of ticks are 5/6/7/8/9/10 at 1/4/7/10/13/16]

Demacian Justice (R)
No Cost
120/100/80 sec Cooldown 
Passive: The enemy champion with the most recent kills in the Villain. Judgment and basic attacks on it deal an additional 1% of its maximum health as true damage. 
Active: Garen calls upon the might of Demacia to attempt to execute an enemy champion, dealing 175/350/525 magic damage plus 1 damage for every 3.5 health the target is missing. Deals true damage to the Villain

 Above is the visual indicator for the villain, who also appears next to Garen's name.
When the villain is low enough to die to Garen's R, the indicator lights up and plays a sound.

Here's an updated ability preview for Garen:

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 >>> 325
  • (Nerf) HP 555 >>> 525
  • (Buff) HP/lvl 73 >>> 80
  • (Buff) AD/lvl 3.5 >>> 5
  • (Buff) AS/lvl 2.6 >>> 2.2
  • (Buff) HP5 3.3 >>> 4
  • (Buff) HP5/lvl 0.3 >>> 0.55
  • (Buff) Range 125 >>> 200
  • Attack frame improved
  • (Buff) Armor/lvl 2.7 >>> 3.0
  • (Nerf) Base AS 0.694 >>> 0.6 
  • 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.
  • Ghost Duration up from  30 >>> 45/60/75 
  • Planned: Ghost scaling cleaned up [This is not yet on PBE]"

Here's a look at Mordekaiser's currently abilities, stats, and tooltips:

Base Stats
  • Movement speed lowered to 325 from 340
  • HP lowered to 525 from 555
  • HP per level increased to 80 from 73
  • HP regen per 5 increased to 4 from 3.3
  • HP regen per 5 per level increased to .55 from .3
  • Armor per level increased to 3 from 2.7
  • AD per level increased to 5 from 3.5
  • Base Attack speed lowered to .6 from .694
  • Attack Speed per level decreased to 2.2 from 2.6
  • Attack Range increased to 200 from 125
  • Attack Frame Improved

Iron Man (Passive)
Mordekaiser's abilities cost health, but he converts 25% of the magic damage they deal into a temporary shield.
  • Maximum shield is 25% of maximum health.
  • The shield decays by 2% of base health per second when above 25% shield.
  • Shield conversion is halved against minions. 


Mace of Spades (Q)
Costs: 20/23/26/29/32 Health
10/8.5/7/6.5/5 sec Cooldown 
Mordekaiser's next 3 hits are empowered. The first deals 3/6/9/12/15 (~+.23 total AD) (+.2 AP) bonus magic damage. Each extra strike deals 2/2.25/2.5/2.75/3 times the bonus damage of the last, up to X (+X total AD) (+X AP).
  • [Max damage is 4 to 9 times the first hit damage based on rank. For example:
    • rank 1 is (Attack 1 = x. Attack 2 = 2x, Attack 3 = 4x). 
    • rank 5 is (Attack 1 = X. Attack 2 = 3X. Attack 3= 9X)]


Harvesters of Sorrow (W)
No Cost
12/11/10/9/8 sec Cooldown 
Passive: Even with allies present, Mordekaiser gains full experience toward leveling up from minions he kills. Experience Earned: X.
Active: Target an ally champion:
  • Both gain 75 movement speed toward one another.
  • When they touch, both deal 140/180/220/260/280 (+.6 AP) magic damage over 4 seconds. 
  • Reactivate to both instantly steal 50/70/90/110/130 (+.3 AP) health from nearby enemies (33% heal on minions, max 3 unites; deals magic damage).


Siphon of Destruction (E)
Costs 24/36/48/60/72 Health
6/5.75/5.5/5.25/5 sec Cooldown 
Mordekaiser deals 35/65/95/125/155 (+.6 total AD) (+.6 AP) magic damage in a cone.  
For each Champion hit, he gains 15% maximum shield. 

Children of the Grave (R)
No Cost
120/105/90 Sec Cooldown 
Passive - Dragon Force: Damaging the Dragon will Curse it for 10 Seconds. 
Active: Curse target Champion and steal 20/25/30 (+.04)% of their maximum health (half initially, half over 10 seconds; deals magic damage). 
Curse Effect: When killed by Mordekaiser's team, the Cursed unit's soul will follow Mordekaiser for 45/60/75 seconds. 
Mordekaiser gains 30% of their ability power and 25% of their bonus health. 
The ghost gains 10/25/50 attack damage and 15% of Mordekaiser's maximum health.  
The ghost can be controlled by hitting the alt key and using the right mouse button ot by reactivating this ability.
Here's an updated ability preview for Mordekaiser:


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"

Here's a look at Skarner's currently abilities, stats, and tooltips:

Stat Changes
  • Base Movement Speed reduced to 330 from 345
  • Health Per Level reduced to 84.25 from 96
  • AD per level increased to 4.5 from 4.2

Crystal Spires (Passive)
Skarner's presence causes crystals to spawn in set location around the map. Crystals can be captured by either team by standing close to them. Capturing them prevents them from being captured by the opposing team for 10 seconds. 
While near crystals his team owns, Skarner gains Crystal Charge. 
Crystal Charge -  Grants 150 movement speed and [35+5 per level]% attack speed, and restores 3% maximum mana per seconds. 
 


Crystal Slash (Q)
10/11/12/13/14 Mana
3.5/3.25/3/2.75/2.5 sec Cooldown
Skarner deals (.32/.34/.36/.38/4 total AD) physical damage to all nearby enemies. If a unit is struck, he charges himself with Crystal Energy for 4 seconds.  
While Skarner is charged, Crystal Slash deals (.32/.34/.36/.38/4 total AD)(+.2 AP) bonus magic damage.  
Basic Attacks lower Crystal Slash's cooldown by 0.25 seconds (Quadrupled against champions).

Crystalline Exoskeleton (W)
60 Mana
13/12.5/12/11.5/11 sec Cooldown 
Skarner is shielded for X (+12/13/14/15/16% of his maximum health) (+.8 AP) damage for 6 seconds. While the shield persists, Skarner gains movement speed that ramps up to 16/20/24/28/32% over 3 seconds.
Fracture (E)
50/55/60/65/70 Mana
12/11.5/11/10.5/10 sec Cooldown 
Skarner summons a blast of crystalline energy dealing 40/75/110/145 (+.4 AP) magic damage, slowing targets hit by 45/50/55/60/65% for 2 seconds and redusing the blast's speed. A maximum of 6 targets can be hit by Fracture before the blast dissipates entirely. 
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 the target for 1 second.  
Impale (R)
100 Mana 
120/100/80 Sec Cooldown 
Skarner suppresses an enemy champion for 1.75 seconds, dealing (100% AD) physical damage plus 20/60/100 (+.5 AP) magic damage up front. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt the same damage again."


[Context] 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."

[Context] 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"

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
Azir


Darius

Garen

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

Mordekaiser

Nasus
  • Siphoning Strike (Q) [new effect] Tooltip now includes "Next basic attack has 25 additional attack range (does not stack with range from Fury of the Sands)

Skarner

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


Items
Abyssal Scepter

Iceborne Gauntlet
  • Price reduced to 2850 from 2900 due to Glacial Shroud price change.

Wit's End
  • Price reduced to 2550 from 2600 due to Null Magic Mantle price change.

Zeke's Harbinger
  • Price reduced to 2250 from 2300 due to Glacial Shroud price change.

New Items
[See Riot Axe's  context post for more information on these new items]

[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).

Core Defensive Items Changes
[See Xypherous's context post for more information on this set of item changes]

Aegis of the Legion
  • Cost reduced to 1600 from 1900
  • Recipe changed to: Null Magic Mantle + Crystalline Bracer
  • HP regen increased to 100% from 0%
  • Aura
    • Magic Resistance lowered to 15 from 20
    • No longer grants HP regen as an aura 

Banner of Command
  • Cost reduced to 2750 from 3000
  • Aura
    • Magic Resistance lowered to 15 from 20
    • No longer grants HP regen as an aura 

Banshee's Veil
  • Cost reduced to 2700 from 2750.
  • Recipe change to: Spectre's Cowl + Crystalline Bracer
  • Magic resistance increased to 60 from 50.

Cinderhulk
  • Health increased to 400 from 300. 
  • Bonus Health % lowered to 15% from 25%
Frozen Heart
  • Cost increased to 2600 from 2450.
  • Armor lowered to 90 from 100.

Glacial Shroud
  • Cost lowered to 900 from 950.

Locket of the Iron Solari
  • Cost reduced to 2750 from 2800
  • Shield
    • Shield power increased to 75-345 from 50-230
    • Shield Duration lowered to 2 seconds from 5
  • Aura
    • Magic Resistance lowered to 15 from 20
    • No longer grants HP regen as an aura 
Negatron Cloak
  • Cost reduced to 800 from 850.

Null Magic Mantle
  • Cost reduced to 450 from 500.

Ohmwrecker
  • Cost increased to 2700 from 2600
  • Point Runner: 
    • Movement speed maximum reduced to 20% from 30%. 
    • Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.

Randuin's Omen
  • Cost lowered to 2700 from 2850. 
  • Health lowered to 400 from 500.
  • Armor lowered to 60 from 70. 
  • [New] Now reduces critical strike damage taken by 10%.
  • Unique Active's slow now always lasts 4 seconds f rom scaling based on armor / mr.

Raptor's Cloak
  • Cost increased to 1100 from 1000.
  • HP Regen increased to 150% from 100%
  • Point Runner: 
    • Movement speed maximum reduced to 20% from 30%. 
    • Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.

Righteous Glory
  • Cost lowered to 2400 from 2500. [Was on change list but not in-game] 
  • Unique Passive - Catalyst Removed

Spectre's Cowl
  • Magic Resist increased to 40 from 35

Spirit Visage
  • Cost reduced to 2700 from 2750.
  • Magic resistance increased to 60 from 55
  • Health Regen increased to 150% from 100%

Thornmail
  • Cost increased to 2300 from 2100. 
  • Passive: Now reflects [15% of pre-mitigation damage and 25% of your bonus Armor.] instead of [30% pre-mitigation damage]
Warden's Mail
  • Cost increased to 1100 from 1050.

Warmog's Armor
  • Price increased to 2750 from 2500
  • HP Regen increased to 200% from 0%.
  • Old Passive : REMOVED.
  • New Unique Passive: Grants Warmog's Heart if you have more than 3000 maximum Health. Warmog's Heart restores 3% of your maximum life per second when you haven't taken damage in 8 seconds.
ZZ'Rot Portal
  • Cost decreased to 2750 from 2800.
  • Health regen increased to 150% from 100%
  • Point Runner: 
    • Movement speed maximum reduced to 20% from 30%. 
    • Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.
  • Unique Active
    • Void Spawn Health Decay: Is now a % of their current health rather than maximum
    • [New] Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
    • Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.

No comments

Post a Comment