6/15 PBE Update:Tentative balance changes, Nexus Siege to PBE Soon, and more!

Posted on at 12:07 PM by Moobeat
As we continue in the 6.13 PBE cycle, today's latest update includes a ton of tentative balance changes! You'll also find details on the upcoming NEXUS SIEGE game mode in today's post!
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


Nexus Siege Game Mode coming to PBE Soon!

[This game mode is not available for testing as of today's update. Soon!]

Here's L4T3NCY with details on the upcoming NEXUS SIEGE game mode which will be up for PBE testing soon!
"Heya everyone, it's been a lo~ong time since we've dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we've ever attempted making. 
You came here to get details. ^_^ Let's go. 
Nexus Siege 
TL;DR: 
Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy's Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy's Nexus in the fastest time wins! 
Players: 5v5
Map: Modified Summoner's Rift
Mode type: Blind Draft pick type with Attack + Defend rounds. 
General mechanics: 
Round based: 
Each team will take turns at sieging the enemy team's base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win! 
Siege Warp trinket and teleporting: 
Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster! 
Crystal Shards: 
This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by: 
Attack side: 
-- Kill enemy champions
-- Passively earned over time 
Defense side: 
--Kill enemy champions
--When the 1st tower in each lane is destroyed
--For each minion escorted and pushed into the enemy fountain
--Passively earned over time 
Normalised EXP & Gold: 
Gold & EXP are normalised for Nexus Siege across both teams. This means don't worry about last-hitting, just push those minions as fast as you can! 
Obliterator (Defense team only): 
The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team's fountains. If they can push 15 total minions up there, they trigger the Obliterator laser. 
The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you're not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall. 
 
Siege Weapons:
Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. :) 
Attack: 
Siege Ballista
A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.
Vanguard Banner
Gives nearby allied minion significant combat stats for extra pushing power.
Shield Totem
Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.
Port Pad
Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.
Defense: 
Tower Surge: Beam of Ruination
Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. 'Ruinate' your enemies. Do it. :)

Tower Surge: Firestorm Bulwark
An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.
Entropy Field
Freezes all enemy minions and slows all enemy champs within it's zone. Can completely change the balance of a team fight.
Flash Zone
Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.
We won't be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there's A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3 
Let the siege begin. :)
-- L4T3NCY"
Keep an eye out for this mode to hit the PBE for testing soon - L4T3NCY estimated it would likely be up for testing next week. Check out the latest red post collection for more information!

Miscellaneous 

  • Minor adjustments made to Soulstealer Vayne's W vfx, making them much brighter than before.

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.

General
Experience 
[Click here for full context post on these XP changes from Xypherous - ward kill xp changes will come in a future PBE patch. These should be in as of 6/15 Update.]
  • Champion Kill XP Adjustments
    • "Champions are now worth less XP at levels 1 to 9 relative to live - this is more pronounced at early levels - 1 / 2 / 3."
  • XP Rubberbanding Adjustments
    • "Currently, our experience rubberbanding kicks in incredibly hard at certain breakpoints. For example, for minions - you gain no rubberband EXP until you are 4 levels below the average of the enemy team."
    • "We're making two major changes to our rubberband system:
      • XP difference is now calculated continuously - rather than by integers - The EXP system now considers that you can be 2.5 levels behind rather than 2, for example.
      • In general, rubberband bonuses will kick in earlier than they have previously - with reduced early coefficients. "
  • XP "Soak" Rules
    • "After dying, Champions are still considered eligible to 'soak' experience from enemy champion kills even if they did not score an assist on that target for a period of time - roughly 10 seconds for now."
    • "They still aren't eligible for minion EXP while dead."
    • "Note that this doesn't affect most tower dives - as you gained experience from a tower assisted kill even post death previously. "

Champions
Kindred
[Context post available here.]
  • Base armor lowered to 20 from 27
  • Armor growth increased to 3.5 from 3.25
  • Wolf's Frenzy (W) [new effect] Wolf's attacks vs monster to now slow target's attack and movement speed by 50% for 2 seconds.
    • [Reminder: The heal effect was removed from Kindred's W in 6/14 Update]

Leona
[Changelist from SmashGizmo.]
  • Sunlight (Passive)
    • Damage lowered to 15-100 from 20-140
    • Now hastes Leona and the ally for 50-84 flat movement speed for 1.5 seconds on proc
  • Shield of Daybreak (Q)
    • Cooldown lowered to 9/8/7/6/5 from 11/10/9/8/7
    • Mana cost lowered to 35/40/45/50/55 from 45/50/55/60/65
    • Damage lowered to 30/55/80/105/130 from 40/70/100/130/160
    • Stun Duration lowered to 1 from 1.25
  • Eclipse (W)
    • Mana changed to 55/60/65/70/75 from 60 at all ranks
    • Damage lowered to 50/90/130/170/210 from 60/110/160/210/260
    •  [new effect]: Incandescence 
      • Grants Leona a stack of Incandescence for four seconds for each enemy champion hit by Eclipse (W). Auto attacks consume a stack of Incandescence to  gain 50 attack range and deal 20/30/40/50/60 bonus magic damage on hit.
  • Zenith Blade (E)
    • Root Duration increased to 0.5 from 0.25

Lulu
  • Movement speed increased to 330 from 325
  • Base mana increased to 350 from 292.4
  • Glitterlance (Q) 
    • AP ratio increased to .7 from .5
    • Damage taken by targets subsequent to the first by each bolt is reduced to 70%
  • Whimsy (W) 
    • [new effect] Now also grants 15/20/25/30/35% attack speed for 3/3.25/3.5/3.75/4 seconds.

Sona
[Several additional changes in here vs yesterday. Here's a complete change list from ricklessabandon. The below list is relative to current live values, not to the last set of changes.]
  • Hymn of Valor (Q)
    • Active damage changed to 40/70/100/130/160 from 40/80/120/160/200
    • Aura range increased to 400 from 350
    • Proc damage changed to 20/35/50/65/80 from 20/30/40/50/60
    • No longer extends aura duration by up to 2 seconds when "tagging" allies
  • Aria of Perseverance (W)
    • Heal increased to 40/60/80/100/120 from 30/50/70/90/110
    • Aura range increased to 400 from 350
    • Shield changed to 30/55/80/105/130 from 35/55/75/95/115
    • No longer increases healing based on target's missing health
    • No longer extends aura duration by up to 2 seconds when "tagging" allies
  • Song of Celerity (E)
    • Cooldown increased to 16 from 12
    • Mana cost decreased to 40 from 65
    • Self movement speed increased to 22/24/26/28/30% from 13/14/15/16/17%
    • Aura range increased to 400 from 350
    • Ally movement speed increased to 12/14/16/18/20% from 10/11/12/13/14%
    • Ally movement speed duration increased to 2.5 from 1.5
    • No longer extends aura duration by up to 2 seconds when "tagging" allies
  • Crescendo (R)
    • Passive effect now reduces the base cooldown of Sona's basic abilitiy by 20/30/40% instead of increasing the potency of Q/W/E

Tahm Kench
[Change list from Gypsylord]
  • An Acquired Taste (Passive) [new effect] hitting enemies with tongue now deals X (1% of TK's total health) bonus magic damage, stacking up to 3 times vs champions.
    • [NOTE: So if you have 3 stacks, each attack will do 3% of TK's total health]
  • Devour (W) [does not proc damage from Tahm Kench's passive.]
  • Thick Skin (E)
    • Cooldown lowered to 6 seconds from 16/15/14/13/12
    • Passive is now 70/75/80/85/90% of damage taken while ability is not cooling down from 100%
    • Shield duration lowered to 3 seconds from 6 seconds
    • Shield no longer falls off over duration.
    • Grey Health conversation now 25/30/35/40/45% from 20/26/32/38/44%
  • Abyssal Voyage (R)
    • No longer increases attack and ability damage by 2/4/6% of Tahm's bonus health, a similar effect has been added to his character passive (1% of total health, stacking 3 times).
    • Channel duration reduced to 6 from 15
    • Delay on R reduced by .5 seconds.
    • Time opponents have to see R coming reduced by .5 seconds.

Trundle
  • Base HP regen  lowered to 1.2 from 1.8856
  • HP regen growth lowered to 0.15 from 0.17

Items
Boots of Mobility
  • Attacking a ward no longer knocks off movement speed effect. 
    • [Added in 6/14 but was documented late, repeating here for visibility!]

    Check out [THIS PAGEfor a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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