2/13 PBE Update: More Tentative Balance Changes

Posted on at 1:04 PM by Aznbeat
The PBE has been updated! As we continue the 8.4 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.)

Table of Contents


Clash on PBE - the bug hunt continues! 

Here's Riot MoreChrono with the announcement of another day of Clash testing on Thursday, 2/15:
"Hey everyone,

Riot MoreChrono here again with another Clash test on PBE. The last test was awesome and helped us out with a lot of great information, but we need a little more.

To recap: we’re trying to track down an impactful bug that prevents some players from entering champ select, and we need a lot of players to test the core game flow.

Last time quite a few of you experienced this bug and our new tech helped us get some more specific information about what was happening. It didn’t quite give us the silver bullet we were looking for, so we added some more tech to provide EVEN MORE information.

We’re going to run a one-day Clash tournament on Thursday 15th February at 19:00 (7:00 PM) Los Angeles time (PT) to get as much information as we can, and we need your help!

To sign up for the Clash test:
  • Get 5 players together and create your team in-client (via the Competitive tab) any time from now until 18:30 PT on Thursday.
-- If you don’t have 4 friends on PBE, drop by the PBE Discord and pick up your missing members!
  • Check in 30 minutes before the tournament begins - between 18:00 and 18:30 (6 - 6:30 PM) Los Angeles time (PT).
  • Play your games (you are guaranteed to play 2 games).
  • Give us feedback in the PBE Discord, or let us know if you encounter any other bugs.
Super important note: we have disabled many features (tickets, matchmaking tiers, rewards, team restrictions). The matches will be unbalanced, there will be some missing elements in the UI, and this version of the mode won’t be like the full launch. We really want to make sure we track down this bug in particular as early as possible so we can fix it.

Thanks everyone!"

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.

Champions
Kalista
  • Base AD lowered from 71 to 66

Rengar
[Rengar has extensive changes in testing on the PBE!][Context]
  • Savagery (Q)
    • Active damage lowered from 30/60/90/120/150 to 20/50/80/110/140
    • Active damage tAD changed from 100/105/110/115/120% to 110% at all ranks
    • Empowered tAD ratio lowered from 135% to 130% 

Swain
  • Vision of Empire (W) cost changed from 90/100/110/120/130 to 70/85/100/115/130
  • Demonic Ascension (R) 
    • heal increased from 15/30/45 to 20/35/50
    • Demonflare health drain value changed from 150/300/450 to 125/300/450 (at 1/12/16)

Items
Hextech GLP-800
  • Unique Active - Frost Bolt
    • damage lowered from [100 - 200] to [75 - 150]
    • AP lowered from 35% to 20%

Spellbinder
  • Unique Active duration lowered from 8 seconds to 4 seconds

Runes

Perfect Timing (I2)
  • Stopwatch transform time increased from 6 mins to 8 mins

Jungle

Elder Dragon Buff
[Context / Changelist]
  • Respawn time lowered from 10 mins to 8 minutes
  • [New] Elder Dragon buffs beyond the first grant even stronger effects. The first buff is unchanged, this only applies to Elder Dragons beyond the first:
    • Buff Duration: 150s for first buff, 300s for subsequent buffs
    • Burn Damage: 45 (+45 per drake or dragon killed) for the first buff, 135 (+90 per drake or dragon killed) for subsequent buffs
    • Elemental Buff: +50% effectiveness of Elemental Drake stacks for the first buff, +100% for subsequent buffs

Baron Buff
[Changelist]

  • Initial stats changed from [25 AD and 25 AP] to [24 AD and 40 AP]
  • Final stats changed from [40 AD and AP at 27:30] to [48 AD and 80 AP at 40:00]
  • Siege Minion damage vs turrets increased from +100% to +300%
  • [New] Caster minion durability: empowered caster minions now take 50% less damage from champions
  • Bugfix: Hand of Baron's AOE damage reduction buff on minions now properly reduces damage from Runaan's Hurricane bolts


Context & Notes

1) Riot Aether provided a full changelist for the Baron and Elder Dragon buffs that are testing on the PBE:
"Changes to Baron and Elder Dragon buffs on PBE:

2) Here's Riot August with an updated changelist and context for Rengar changes coming in today's PBE update:
"Update for 2/13 PBE 
Bug fixes and nerfs today.
Q Damage:: 30/60/90/120/150(+1/1.05/1.1/1.15/1.2 TAD) >>> 20/50/80/110/140 (+1.1TAD)
Emp Q ratio:: 1.35 >>> 1.3 
Fixed a bug where Rengar could Q a third time for free if he got his 4th ferocity point with Q 
Fixed a bug where Rengar would lose his Q if it was primed while Ferocity proc 
Fixed a bug where bolas thrown during leap could sometimes be cast in the wrong direction.
Thoughts: 
The Q nerfs are in response to worries that we may be making him too bursty. Q1 feels like a good place to hit since it's the most unavoidable part of his combo. Overall, new Rengar does LESS damage than live Rengar, but he's gaining reliability through Q, W CD, and the ult MS + less Rengar sense for enemies. We feel it's best to err on the side of caution for initial release and buff him up in 8.5 if he ends up too weak. 
I tried fixing primed Q's being lost to ferocity and ended up making the most reliable triple Q we've ever seen. Oops. Fixed up that exploit and made Q's held during ferocity work as follows:
---If Rengar gets to 4 ferocity while Q is primed he will not lose the Q buff.
---If he uses EMP Q, it will remove the normal Q buff refresh the CD.
---If he uses a different empowered abiilty, the primed Q will cast and expire like normal.
---If he attacks with the primed Q WHILE ferocity is at max, it works but does not grant additional ferocity. 
Fixed the bola going in random directions. It now gets its target vector at time of cast, not on cast end. 
Currently looking at another bug where R is not propagating "Rengar sense" (the screen overlay enemies get while Rengar is nearby in R) properly to enemies in range. 
Thanks for all the help! Just one more day for feedback. Keep it coming!"

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