12/8 PBE Update: Even More Tentative Balance Changes

Posted on at 1:06 PM by Aznbeat
The PBE has been updated! As we continue the 8.1 PBE cycle, today's patch includes more tentative balance changes!
Continue reading for more information!

(Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)

Balance Changes

NOTE*: The PBE is a testing grounds for new, tentative, & experimental changes. Be aware that what you see below may be relative to other changes earlier this cycle! These are not official notes.

[Note: Because of the holidays, some of these balance changes could be hotfixed onto live around 12/14 or so in the Patch 7.24b update. Expect more info closer to the patch date!]

Champions
Aatrox
[Aatrox has other changes in testing on the PBE! - Context from Maple Nectar]
  • AD growth reverted from 3.7 to 3.2
  • Dark Flight (Q) damage increased from 10/35/60/95/120 to 20/50/80/110/140

Brand
  • Blaze (Passive) damage increased from [2% of max health] to [4% of max health]

Corki
  • Phosphorous Bomb (Q)
    • AD lowered from 50% to 35%
    • AP lowered from 50% to 35%
    • Damage lowered from 75/120/165/210/255 to 75/115/155/195/235

Graves
[Graves has other changes in testing on the PBE!]
  • Smoke Screen (W) 
    • cooldown reverted from 24/22/20/18/16 to 26/24/22/20/18
    • slow lowered from 70% at all ranks to 50% at all ranks

Heimerdinger
  • H-28G Evolution Turret (Q)
    • H-28Q Apex Turret (Upgrade!!! empowered turret) beam damage lowered from 200/270/340 to 100/140/180

Jayce
  • Thundering Blow (E) cooldown changed from 18/16.5/15/13.5/12/10.5 to 20/18/16/14/12/10

Morgana
[Note: These changes were micropatched to live on 12/7!]
  • HP growth lowered from 98 to 90
  • Soul Siphon (Passive) damage to heal conversion ratio adjusted from [15/20/25/30/35/40% at levels 1/4/7/10/13/16] to [20%]
  • Tormented Soil (W) cooldown increased from 10 to 12


Xerath
  • Arcanopulse (Q) 
    • AP reverted from 65% to 75%
    • Damage reverted from 70/110/150/190/230 to 80/120/160/200/240
  • Eye of Destruction (W) mana cost increased from 70/80/90/100/110 to 85/95/105/115/125

Yasuo
  • Last Breath (R) range increased from 1200 to 1400

Items
Duskblade of Draktharr
  • Lethality lowered from 20 to 18

Edge of Night
  • Lethality Lowered from 20 to 18

Serrated Dirk
  • Lethality lowered from 12 to 10

Youmoo's Ghostblade
  • Lethality lowered from 20 to 18


Runes
Manaflow Band (S2)
  • Cooldown increased from 60s to 75s

Grasp of the Undying (R1)
[GotU has other changes in testing on the PBE!]
  • Heal increased from 3% to 4%
  • duration increased from 10s to 12s

Context & Notes

1) Maple Nectar noted some changes for Miss Fortune coming for the 7.24b micropatch:
"We're testing some direct changes to MF right now, we'll be shipping something on 7.24b. She'll also be getting knocked down a few pegs from changes to sorcery that are going out with the patch as well."
2) Maple Nectar also provided context on the Aatrox changes in testing this cycle:
"Yeh, I usually try to take a gander at the boards in the morning and then at night, during the day it's usually just cursory glances, but I don't really have too much time to write much in regards to replies. 
The current changelist we have together for Aatrox is: 
  • Base ad 68 >>>70
  • Q 10/35/60/95/120 >>>20/50/80/110/140
  • E 75/115/155/195/235 >>>80/120/160/200/240 
The changes that shipped for Riven were smaller than these imo (5 dmg on each Q cast...there was super unfortunate error in patch notes that said we also buffed her ad ratio, but that didn't happen, just the base damage). 
IRT his passive, thoughts when the team had done those changes were a push to make him a slightly better champion, when the initial VGU was planned to ship a few months ago. The first few explorations on the new kit didn't end up panning out, so the VGU got delayed (still being heavily worked on), but it meant that Aatrox didn't get the actual large work that he really needs. It was unfortunate, but I think these buffs coupled with some itemization/future runes reforged changes should tie him over til the VGU is complete. Hope that gives a little context, even if it's not the answer you were looking for."
3) Here's Meddler with his Quick Gameplay Thoughts for December 8th, including info on Forbidden Idol, Grasp of the Undying, and more:
"Hi all, 
Usual Disclaimers 
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. 
If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 
Forbidden Idol 
We're testing a nerf to Forbidden Idol, and items that build from it, where they give less Heal/Shield power. That's driven by the belief that too much of Enchanter power especially is coming from that stat, which was previously balanced at those numbers when Enchanters had less gold income and therefore weren't stacking the effect as much. 
We feel pretty good about that nerf long term. A complicating factor though is that Enchanters aren't generally looking out of line at present. We're confident it's a good change overall, but not necessarily in the short term however. We're still discussing whether it's something we should ship now, and then adjust around it in following patches. Or whether we should hold it until we have other changes to go with it. Or until enchanter strength is high. Or at the least we until won't have as large a gap between patches as the upcoming holiday period, so if follow up is needed it's not as delayed. 
Grasp of the Undying 
We're also been testing out a possible change to Grasp of the Undying, where instead of giving bonus health permanently on hit it gives temporary, stacking, adaptive AP/AD. Primary goal of that testing has been to see whether we can better serve various fighters as well in the Resolve tree, without overly penalizing existing Grasp users. We've also got a secondary goal of seeing whether the permanent health gain on Grasp is ultimately a problematic mechanic, given how variable it can be game to game (e.g. amount you stack in a melee versus melee fight, versus amount you don't get to stack laning against a ranged opponent as melee). 
If that revised version of Grasp doesn't work out we'll then most likely go back to existing Grasp and try testing a gradual stacking Adaptive AP/AD Resolve keystone at some point. Some of the interest there is that a ramping power/outlast your opponent approach potentially makes more sense being time based and in the tree about living longer (Resolve), compared to the previous infinite stacking of Press the Attack in the precision tree. 
Resolve Style Bonus 
And for our third thing in testing discussion - the resolve tree style bonus. We're going to be testing that as a mixture of HP and the stat from your other tree, rather than all HP. For people going resolve primary that should give a bit more early offensive power and, sometimes crucially, last hitting ability. For people going resolve secondary that should help deliver a bit more baseline defense, which is generally what we're seeing be wanted from Resolve as a secondary pick. We're hoping that proves to be particularly helpful for fighters feeling they can't at present get the right split of offense and defense. 
This is still a pretty experimental change, that's barely been into any tests and may not hit the PBE for a while (or ever, if it fails initial testing hard enough). Really interested to hear people's thoughts about the concept though. At least for now other trees stat bonuses won't be getting split, this is just a change being tested for Resolve at present."


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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