6/16 PBE Update: Pool Party Splash, New Summoner Icons, Corki & Brand vfx updates, and more!

Posted on at 3:31 PM by Moobeat
The PBE has been updated! Today's update includes the Pool Party splash art, two new summoner icons, VFX changes for Brand and Corki,  tweaks to Pool Party Rek'Sai tunnel tubes, the return of Gatekeeper Galio's green vfx, tons of tentative balance changes, 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 Splash Art

The shared splash art for the upcoming set of five new Pool Party skins is now on the PBE!

Pool Party Dr. Mundo, Draven, and Lulu use this orientation of the splash:

Pool Party Rek'Sai and Zac use this orientation:

and here are the individual skin slices from the shared splash art:

For a better look at these upcoming skins in game, check out our 5.12 PBE megapost!

New Summoner Icons

Two new summoner icons have been added in today's patch - one is a colorful painting poro and the other is the Pool Party event icon!

Skin Updates

Pool Party Rek'Sai's tunnel's have had their colors changed - they are now green instead of red!

and here's a comparison of the color changes:

Brand VFX Changes

Brand has received VFX changes in today's PBE patch, most notably to his W and his R.

Cryocore Brand and Zombie Brand also has updated VFX
[Note: Several of Zombie Brand's VFX are totally missing on the PBE - should be fixed soon!]

Here's a brief video preview of the VFX changes in action:

Corki VFX Changes

As with Brand and Galio, Corki also has a set of VFX changes on the PBE! The most notable changes are to his auto attack, Q's vision reveal, W trail, and rockets!

[Corki's Auto attack is no longer a tiny missile.]
[Q Reveal VFX] 

Dragonwing Corki's R missiles have also been updated to use the same missile the big one does.
Here's a brief video of the Corki VFX updates in action:

Gatekeeper Galio VFX back to Green

Gatekeeper Galio's VFX have been updated again - they are once again green and his ultimate is back to having the glowing evil eyes instead of the stoneskin.

Check out screenshots and a look at the base Galio vfx changes here.

Chroma Pack Assets

Champion Select assets for the upcoming Headhunter Master Yi Strike chroma pack have been added!
Full picture and video previews of the Headhunter Master Yi Strike Chroma and the other five upcoming Chroma packs in 5.12 can be found here.

Upcoming Pathfinding Changes

Here's Riot Reinboom with context on pathfinding changes currently on the PBE for testing!
"Hey everyone! Riot Reinboom here with context on an upcoming change to pathfinding.

The short of it: We're rewriting a lot of the "stuck pathing" rules the game has in order to make the system more predictable and, when 'stuck', more forgiving. Ideally, helping alleviate a lot of the creep blocking pains.

This change will be on the PBE but will not be going out with next patch. Changing anything with pathfinding could have some serious feels unknowns that we would like to capture and understand first.

There are three major areas this change should touch.
1. What happens when a unit is actively on top of and sticking with another unit. If you've seen someone get stuck by Krugs or a ward this is a major part of it. The new rules should detect for overlaps better and let the champion walk away freely from their overlaps (effectively, a pseuo-ghost effect if your directly on top of something).
2. How units path between packs of units, like a large minion wave. The goal here is to make this more predictable. It should be more obvious why your champion may try to move through a group of minions or why they won't try.
3. How units predict where they can go towards. For pathing, there's some amount of look-ahead needed in order to make sure a unit isn't moving towards an area they will soon be stuck in. Ideally, your character (and minions!) should be avoiding areas that will soon block them more so than on live.

We're extra interested in any reports where you get stuck by a single unit anywhere on the map. Screenshots and videos super super useful if you do find any.

Any feedback about last hitting as a melee champion is also highly encouraged. :)"
As stated above these will NOT be releasing to live in 5.12.

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.

  • Winter's Bite (Q) damage increased to 70/115/160/205/250 from 60/105/150/195/240
  • Winter's Bite (Q) mana cost reduced to 45/50/55/60/65 from 55/60/65/70/75

  • Base Mana reverted to 280 from 300 
  • Base attack speed reduced to  .625 attacks per second from .644
  • Attack Speed per level growth increased to 3.3% from 3%
  • Timewinder (Q) first hit AP ratio reduced to .1 from .15
  • Timewinder (Q) return hit AP ratio reverted to .6 from .55
  • [Note: Live Q AP ratio is .2 for first hit and way back is currently .6]
  • Keeping with the changes introduced in the 6/12 update, Elise has recieved significant changes to her passive and R tooltips.
  • Spider Queen (Passive) has a new name (Now Queen instead of Swarm) and tooltip now lists the bonus magic damage on hit + heal in Spider Form. 
  • Heal on hit value lowered to [4/6/8/10 + (.15 AP)] from [5/10/15/20 (+.15AP)]
  • Spider Form / Human Form (R) updated tooltips:

  • Idol of Durand (R) base damage lowered to 200/300/400 from 220/330/440
  • Idol of Durand (R) damage now increases by 10% for each attack suffered from 5%. Maximum bonus damage now up to 80% [360/540/720 (+1.08 AP)] from 40% [308/462/616 (+ .84 AP)]

  • Base HP regen per second reduced to 1.1 from 1.7356
  • HP Regen per second per level reduced to .1 from .17
  • Barrel Roll (Q) slow duration reduced to 1.3 seconds from 2 seconds
  • Barrel Roll (Q) slow duration now also scales up to 150% as the cask ferments
  • [Note: This means the slow will be ~ the same if Q is allowed to fully charge]

  • Demacian Standard (E) cooldown reduced to 12/11.5/11/10.5/10 from 13 at all ranks

  • Grandmaster's Might (R) active's Armor bonus increased to 30/50/70 from 20/35/50
  • Grandmaster's Might (R) active's  MR bonus increased to 30/50/70 from 20/35/50

  • Brutal Strikes (W) damage for active's additional physical damage lowered to [15/30/45/60/75 +(.1 AP)] from [25/40/55/70/85 +(.15 AP)]
  • Brutal Strikes (W) a .1 armor ratio has been added to the active's extra damage on hit.
  • [Note: This means every 10 armor increases damage by 1.]
  • Brutal Strikes (W) splash range increased to 225 from 200.
  • [Note: The base damage and AP ratio were lowered because the ability also now scales up in damage with Malphite's Armor.]
  • Subjugate (R) % of enemy's max health drain increased to 20/27.5/35% from 20/24/28%

Face of the Mountain
  • [The tooltip changes pushed unintentionally last PBE patch have been reverted ]

Yellow and Red Trinket
  • [The tooltip changes pushed unintentionally last PBE patch have been reverted ]

Check out THIS PAGE for a comprehensive list of the new content in this PBE cycle or catch up with the individual update links below !

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