3/25 PBE Update: Mecha Zero Sion login, Splash Art Changes, WIP Cassiopeia Rework up Accidentally, & more

Posted on at 1:32 PM by Moobeat
The PBE has been updated! Today's update includes a login screen for Mecha Zero Sion featuring unique art work, a set of splash art changes, an early and unfinished version of Cassiopeia's MYMU rework accidentally going to the PBE, and more tentative balance changes.
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

Mecha Zero Sion Login

A new Mecha Zero Sion login screen was added in today's update! While typically login screens feature a skin or champions splash art, this one features a unique art of the new Mecha Zero Sion skin battling it out with Mecha Malphite!

Here's the art work from the login! 

[PBE] Global Splash Updates

Over the next two patches (6.7 and 6.8), several older skin and champion splash arts are going to be receiving small tweaks or be replaced with versions of splash art from different regions in an effort to unify assets across all regions.

NOTE: Just to be clear, this is NOT the same as splash art updates for champion updates. Ququroon posted a reminder of that over on twitter with a handy image to explain the differences (and a teaser for Lil Slugger Trundle's updated splash art!!)

Here the 40+ arts changed in the 3/25 update, expect more throughout the 6.7 and 6.8 cycles. While mostly skin art, today's set also includes a change to Irelia's base and tweaks for Karthus & Hecarim.


For convenience, here's an imgur album of what appears to the changes in today! You can also check out this gallery which includes both the changed and the current art.

Here's a gif comparison for several of today's changes:

Here's Riot JXE with context on these changes:
"Hey folks, 
As many of you (especially fans of the Chinese LoL scene) may know, some of our older skin and champion splash arts are different across the world. This is a big deal - splash art is one of most important tools we have for conveying a champion's fantasy and personality in League. We want players to have a global, unified experience - it's confusing when (ex.) Taric or Goth Annie have vastly divergent representations of their power and feel depending on which region you play League in. 
Splashes are used everywhere: from champ select to the loading screen, portrait icons, the store, and more recently Hextech Crafting. With that in mind, we'll be updating a large number of our older splash arts to unify them across all regions. You should be seeing the first batch in today's PBE (and onward throughout the patch 6.7 PBE cycle), with another batch coming later in patch 6.8!"
Edit: Thanks for the feedback everyone. We won't be making any reverts or changes during this round, but this feedback will help our splash artists prioritize what to upgrade when they get the chance. I mentioned this in a comment, the benefit of making these changes is to eliminate a pipeline that has been causing us internal pain. We know some of these aren't as nice and the art style is off, but choosing one splash or the other was the fastest way to kill this pipeline. We want to focus on new content and features, not firefighting and changes like this help us do that.

Parties live on PBE!

Here's Limely with more information on Parties, which are now on the PBE for testing!
"Hi everyone!

Back when we announced the 2016 Season Update, we shared early plans to introduce parties to League, and it’s time to start testing on PBE!

Parties simplify the way small groups of friends stick together between games. This first test rolls out some foundational features, and we’ll continue building out how parties work and what they can do for you.

During this test on PBE, one player hosts a party, inviting friends to a group chat that persists through games (but not login sessions). With a party assembled, the party leader goes through the normal flow of starting a game and then every player in the party queues up together. After the game parties stick together, keep their group chat, and can easily queue into game all over again (whether you want to play Summoner’s Rift again or swap into ARAM or Twisted Treeline).

We’ve encountered a few more technical constraints than we initially accounted for, and this first test on the PBE may have some bumps along the way--in fact, based on the results of this iteration, we may have to change our approach to Parties entirely. Likewise, we may be enabling/disabling Parties at different times throughout the test based on performance.

Please let us know any bugs you encounter or any other feedback you have about Parties on PBE. Thanks for helping test the new feature, and we’ll see you (and your party) on the Rift!

Limely :3"

WIP Cassiopeia Accidentally added to PBE

The current and heavy work in progress iteration of Cassiopeia's mid year mage update went to the PBE accidentally. Please be aware it is unfinished and will be removed from the PBE soon!

Here's context on from Repertoir on reddit:
"Hi all, 
Cassiopeia's update did go to the PBE today by accident, but what you see is representative of the direction for the mid season update. It will be gone from the PBE after this weekend, so if you want to check it out and play it until then, have a blast. Also, don't freak about numbers and stuff yet. She's still an unfinished product."

Unfortunately her in-game tooltips are busted and do not display right so here's text plus a bit of extra context from Repertoir on reddit.  While the changes are functional for the most part in today's update, remember these are not final.  

From a mechanical stand point, her Passive and W have the majority of the changes we can see now. While far from finalized, damage, CD, costs, etc seem to be different for the majority.
Slither (P) - "Cassiopeia gains Movement Speed per level, but she cannot purchase Boots items." 
Twin Fang (Q) - "Cassiopeia blasts an area with Poison after a brief delay, granting her increased Movement Speed if she hits an enemy champion."

Miasma (W) - "Cassiopeia releases several clouds of poison, lightly damaging and slowing any enemy that happens to pass through them. Enemies affected by this poison are Grounded, losing the ability to use Movement abilities." 
    • Repertoir on reddit: "It is intended to cover all blink, dash, and teleport type spells, including (but not limited to) Lucian E, Ezreal E, Summoner Flash, Bard Magical Journey, Thresh Dark Passage, and Summoner Teleport."
    • Repertoir on reddit: "Aside from the addition of the Grounded debuff, the W you see on PBE in this build is NOT representative of the spell that she's going to ship with."
    • Repertoir on boards: "As for Miasma, the spell you see on the PBE is NOT the spell that is being shipped with the update. It will have the Grounded debuff, but it will NOT target the same as the current Miasma."
Twin Fang (E)-  "Cassiopeia lets loose an attack that deals increased damage to Poisoned targets and heals her for a percentage of the damage dealt. If the target dies from this attack, Cassiopeia regains Mana."
    • Repertoir on Reddit: "E is bugged on the PBE. Its intended cooldown is now 1 second."
    • Repertoir on Reddit: "E does pretty pitiful damage if the enemy is not poisoned."
Petrifying Gaze (R) - "Cassiopeia releases a swirl of magical energy from her eyes, stunning any enemies in front of her that are facing her and slowing any others with their back turned."

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.

  • Quickdraw (E) [previous experimental E changes that included a higher armor/mr but a significant lower duration and no ramp time have been revertedE is back to live functionality] 

  • Bladesurge (Q) 
    • Mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80
    • Total AD ratio increased to 1.2 from 1.

  • Hammer Shock (Q) damage changed to 40/60/80/100/120 from 35/55/75/95/115
    • [NOTE: Still a nerf vs live. Current live value is 40/65/90/115/140.]

  • Monkey's Agility (Passive) [earlier changes that included higher amount of stacks but lower values per stack have been reverted. His passive is back to live functionality & numbers.]
  • Phoenix Stance (R) third hit damage decreased to 25/60/95/130/165 from 40/75/110/145/180.

  • Hyper-Kinetic Position Reverser (R) "Urgot R swap no longer forcible moves his camera on completion." **

Warlord's Bloodlust
  • Maximum life steal reverted to 20% from 15%
  • Against minion amount reduced to 25% from 50% for ranged champions

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