Riot's PBE Patch Notes: [7/22/2013] Tentative PBE Changes

Posted on at 12:16 PM by Moobeat
Riot has put up a set of tentative patch notes to cover everything that's currently going on over on the PBE and provide context for some of the more complex changes.
Continue for a full set of tentative patch notes!

Here's Riot Pwyff with the notes:

"Pwyff here - trying some things out with patch notes and patch communication. There will be a discussion down the line to further expand on the things we're trying to do with patch notes, and I'll link to the post when it arrives (some time today). For now enjoy some experimental PBE patch notes that are TENTATIVE.

Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.


Summary: Fixed a bug with Ashe’s passive where it would build up stacks while still on cooldown. To compensate, Ashe will gain more focus stacks per second.
  • Focus stacks per second increased
  • Fixed a bug where Focus was granting stacks in certain situations

Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel's will no longer allow Elise to travel outside of her indicated range.

  • Health reduced
  • Armor increased (based on Spider Form rank)
  • Magic Resist increased (based on Spider Form rank)
  • Multi-target damage reduction adjusted
  • Vision radius reduced
  • Spiderlings now instantly vanish upon shifting into Human Form
  • Spiderlings are now grouped closer together while moving
Volatile Spiderling
  • Movement Speed of the spiderling has been reduced
  • Vision radius of the spiderling has been reduced
  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise, instead of descending at the same time

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically Elise’s spiderlings were very tanky and had a high amount of utility in soaking up damage – with these changes we can add a little more counterplay for players to take them out and Elise will need to think carefully about replenishing them with her passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise’s Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this caused Rappel to be extremely frustrating to play against. In this patch, the circular visual indicator will now more accurately represent where and who Elise is allowed to descend upon.

  • Doesn't briefly reduce Baron Nashor, Dragon or Vilemaw's magic resist anymore

Lay Waste
  • When Karthus' passive is active Lay Waste casts targeted beyond max range will instead be cast at max range instead of doing nothing.
  • Ability power ratio reduced
  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly deactivated and reactivated to increase its damage output

Call of the Void
  • Missile visibility from fog of war and brushes now consistent with other missiles
Summon Voidling
  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions

Aqua Prison
  • Fixed a bug where sometimes the stun effect lasted longer than intended

Summary: All of Ryze’s spell ranges are reduced, but his base movement speed and movement speed gained from Desperate Power have been increased.

Base Movement Speed increased
  • Cast Range reduced
Rune Prison
  • Cast Range reduced
  • Mana Cost reduced
Spell Flux
  • Cast Range reduced
Desperate Power
  • Movement Speed increased

Context: With his spell range and high damage at late game, Ryze could effectively melt squishy champions on the back line while still being tanky (when built in that way). We wanted to focus on Ryze’s core identity as a “mid-range” mage so that he needs to focus on movement to get to his priority targets.

Summary: Thresh will be more vulnerable at early levels but souls will now grant a flat bonus for each one collected, with no diminishing returns.

Base Health reduced
Base Armor reduced
  • Souls now always grant a flat amount of Armor and Ability Power per soul collected

Context: We wanted to make trading in lanes a little riskier for Thresh as he already had a lot of crowd control in Death Sentence and Flay. Additionally, souls had the tendency to become negligible in the late game due to their diminishing returns, so letting them give a flat bonus means Thresh’s passive won’t feel worse for players who are diligent in picking up souls.

Twisted Fate
Summary: Loaded Dice no longer grants global bonus gold – instead it gives Twisted Fate an overall higher amount of personal gold every time he kills a minion. Pick a Card now has a smaller window to throw the card after locking it instead of just a long window to both lock and throw the card.

Loaded Dice (Remade)
  • Upon killing a unit Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.
Pick a Card
  • No longer has a 10 second duration to both lock and throw the card
  • Now has a set amount of time to lock the card and a smaller window of time to throw it

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, and then sitting on the locked card for the rest of the duration to intimidate opponents. While there is more time overall to utilize Pick a Card, players will have a smaller window to act once they lock in.

Infinite Duress
  • Fixed a bug where damage would continue after being interrupted by enemy champions

Elastic Slingshot
  • Damage reduced


Baron Nashor
Summary: Baron Nashor will now take less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he can apply to whoever is tanking him) as opposed to directly reducing Attack Damage. Overall this means that soloing Baron with a sustained magic source will be far more difficult.
  • Baron Nashor's 'Voracious Corrosion' effect now no longer reduces the target's Attack Damage by 50%.
  • Baron Nashor's 'Voracious Corrosion' effect now reduces the physical and magical damage the target would deal to Nashor.

Context: As mentioned above, soloing Baron with a single sustained magic source was too easy for a select few champions, so this will make things more consistent overall. A noted side effect is that teams who attempt Baron will be at less of a disadvantage when engaged upon, due to the fact that Voracious Corrosion doesn’t directly alter attack damage (it just reduces damage directed at Baron Nashor). We will monitor this and act if it seems to be a significant problem.

Summary: Turrets will be harder to push down within the very early stages of the game. We’ve also corrected a minor bug where purple side inner turrets had slightly more armor than intended.
  • Outer turrets gain a flat armor bonus at the beginning of the game for 8 minutes
  • Outer turrets base Armor increased
  • Outer turrets no longer gain Armor over the first 8 minutes
  • Fixed a bug where purple side inner turrets had 10 more armor than intended

Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn’t want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.

For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.


MR Items
Summary: Two new magic resistance items have been added to the game, with one being an upgrade for Hexdrinker and the other being a mid-level MR item to build out to Spirit Visage and Banshee’s Veil.

New Item: Spellbreaker (Melee Only)
  • Recipe: Hexdrinker + Avarice Blade + Gold
  • + Attack Damage
  • + Magic Resistance
  • + Critical Strike Chance
  • UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
  • UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown.)

New Item: Spectre's Cowl
  • Recipe: Ruby Crystal + Negatron Cloak + Gold
  • + Health
  • + Magic Resistance
  • UNIQUE Passive: Grants bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.

Spirit Visage
  • Recipe Changed: Spectre's Cowl + Kindlegem + Gold
  • Health increased
  • Magic Resistance increased
  • Now additionally grants bonus Health Regen per 5 seconds

Banshee's Veil
  • Recipe Changed: Spectre's Cowl + Ruby Crystal + Gold
  • Health increased
  • Magic Resistance increased
  • No longer gives mana
  • Additional UNIQUE Passive: Grants significant bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.

Guardian Angel
  • Recipe Changed: Negatron Cloak + Chain Vest + Gold
  • Magic Resistance increased

Context: We wanted to reposition Magic Resistance to be more of a personal stat as opposed to being an aura-focused stat (see below for our Runic Bulwark changes). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more space for tanks versus late game poke teams.

Bulwark & Locket
Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.

Aegis of the Legion
  • Combine cost reduced
  • Health reduced
  • No longer grants self-only Magic Resist
  • UNIQUE Aura – Legion
  • No longer grants Armor
  • Magic Resist increased
  • No longer grants additional bonuses to minions

Runic Bulwark
  • Removed from the game

Locket of the Iron Solari
  • New build path: Aegis of the Legion + Gold
  • + Health
  • + Armor
  • + Cooldown Reduction
  • UNIQUE Active retained
  • Now grants UNIQUE Aura – Legion

Context: We wanted to reduce the burden of buying an Aegis / Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction.

Other Items
Spirit of the Ancient Golem
  • Health reduced

Blade of the Ruined King
  • Active Haste/Slow duration reduced

Warden's Mail
  • Passive Slow Duration reduced
  • Cost reduced

Randuin's Omen
  • Passive Slow duration reduced
  • Cost reduced

Frozen Heart
  • Cost reduced

New Icons
The following items have received new icons
  • Vampiric Scepter
  • Catalyst the Protector
  • Deathfire Grasp
  • Glacial Shroud
  • Abyssal Scepter
  • Thornmail
  • Hextech Revolver
  • Haunting Guise

Summoner's Rift
Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns so now junglers will need to clear the full camp in order to hit level 2, as opposed to simply killing the buff monster.

  • Spawn time increased to 2:05 from 1:55
  • Spawn time increased to 2:05 from 1:55
  • Spawn time increased to 2:05 from 1:55
Ancient Golem
  • Base experience granted reduced to 260 from 340
Lizard Elder
  • Base experience granted reduced to 260 from 340
Young Lizard
  • Base experience granted increased to 50 from 10
  • Base Health increased to 400 from 300

Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we’re pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple an opposing jungler – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but we want to make sure there is an appropriate amount of risk involved.

Twisted Treeline and Crystal Scar
Summary: Needlessly Large Rod and Deathfire Grasp removed from these map modes, with more mid-level AP items added into the game, including Liandry’s Torment, Seeker’s Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the active ability of Deathfire Grasp.

Bug Fixes
  • Vilemaw now properly selects his melee attack for melee champions with more than 100 range
  • Vilemaw no longer twitches when players leave his lair
  • Lesser Wraith health now properly scales with time

General Changes
  • Needlessly Large Rod removed
  • Deathfire Grasp removed
  • Liandry's Torment enabled
  • Seeker's Armguard enabled

RETURNING ITEM: Moonflair Spellblade (Ranged Only)
  • Recipe: Seeker's Armguard + Negatron Cloak + Gold
  • + Ability Power
  • + Armor
  • + Magic Resistance
  • UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.

Blackfire Torch
  • Reworked: Blasting Wand + Fiendish Codex + Gold
  • + Ability Power
  • + Cooldown Reduction
  • UNIQUE Active: Deals 20% of target champion's maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown).

Wooglet's Witchcap
  • New Build Path: Seeker's Armguard + Blasting Wand + Amplifying Tome + Gold
  • Armor increased

Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) are removed because Needlessly Large Rod is unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker’s Armguard should also help with early-mid game survivability."

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