3/27 PBE Update: New Summoner Icons, ARSR Game mode & more

Posted on at 12:43 PM by Moobeat
The PBE has been updated! As we kick off week two of the 7.7 PBE cycle, tonight's update includes new God Fist Lee Sin summoner icons, a heads up on the All-Random Summoner's Rift queue, and more!
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

New Summoner Icons

Two new God Fist Lee Sin themed summoner icons are included in today's update!

ARSR game mode for RGM queue coming soon to PBE testing

L4T3NCY hit the boards to give more info on a new game mode coming to the PBE soon:
"Yo party people! \>o</ Game mode time. Let's go! :) 
ARSR (All Random Summoner's Rift):
This one's all in the title. ARSR is straight up "All Random Summoner's Rift". No gameplay changes have been made; we chose to keep the SR experience pure (ambient gold/EXP/etc all the same). Just roll your champs then go wreck!

Game mode details:

-- ARSR (All Random Summoner's Rift).
-- Random champions in a regular game of Summoner's Rift.
-- You will be able to earn keys/chests.
-- Uses the same pick paradigm as ARAM or ARURF.
---- Champions are randomised from your own champ pool + the free-to-play rotation.
---- Rerolls are allowed.
---- Rerolls are shared with ARAM, but we'll increase the earning while the mode is active to compensate (same as ARURF). 
Would you guys make this permanent?
We don't currently have plans to make ARSR permanent, but we're not inherently against the idea either. Unlike Dominion or other gameplay heavy modes, this doesn't need any upkeep patch to patch. For the most part, it 'just works'. If the game mode turns out to be pretty healthy and #goodtimes for everyone then sure, we could consider if it could be enabled. 
Known issues:
Nothing we could see, but let us know if you find anything! Most likely there would be something in the champ select phase. 
Thanks as always PBE heroes, even though not all of you wear capes. <3 
-- L4T3NCY"

LCU Client Updates

A few changes went to the PBE for the LCU client:
  • Highlights in LCU profile tab activated:. You can watch replays here, show in folder or delete them:
  • 'Close client during game' option - closes client when in a game to help FPS issues. Option can be found in client menu by clicking the gear at the top right. Context.

Magic Shield Feedback Thread 

RiotSolcrushed is looking for feedback on some changes to the magic shield color on your healthbar:
"Hey guys, we're tryring some follow up changes to the magic shield color change.
Feedback regarding clarity will be very appreciated, especially from colorblind people!
Colorblind mode: Reverted back to old magenta 
Normal mode: Changed to a more bluish purple. Goal is to find a color far enough from Red, Green, and Gray"
Here is a comparison:
Here's Meddler with a set of Quick Gameplay Thoughts for March 28th, including context on these shield changes:
"Magic Damage Shield UI 
During Galio's development we identified that on tanky targets it was too difficult to tell how much damage they were taking if they had a long duration magic damage shield up, because of the similarities in color and tone between the enemy healthbar red and magic damage shield purple. As one of the steps to improving that we tweaked the magic damage shield bar color. Internal feedback on that change was that it read better. PBE feedback, as is often the case for changes that go out mid PBE cycle, was minimal. After the patch went live however we started seeing a lot of feedback from players who felt that the new color was too close to the regular shield UI, resulting in a different mislead instead. We'll be adjusting magic damage shield color use again as a result, both to find a point that avoids overlapping enemy health bars/regular shields and to put in some specific tunings for colorblind mode. "

Balance Changes

Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical or experimental changes. Be aware that what you see below may be lacking context or other changes that didn't make it in or were implemented in an earlier patch this cycle! These are not official notes.

[NOTE: Amumu currently has several changes in testing on PBE, including his passive]
  • Cursed Touch (Passive) Curse's  magic damage true damage bonus increased from 10% to 15%

[ricklessabandon's experimental changes reverted, he previously noted they would not ship in 7.7!]
  • Base Mana reverted from 330 to 304.
  • Mana growth per level reverted from 55 to 50.
  • Base Mana Regen reverted from 1.2 to 1.1344.
  • Mana Regen Growth reverted from 0.16 to 0.08.
  • Iceborn (Passive) reverted to live functionality.
  • Ice Shard (Q) Mana cost reverted from 70/75/80/85/90 to 85 at all ranks.
  • Ring of Frost (W) Mana cost reverted from 40/50/60/70/80 to 50 at all ranks.
  • Glacial Path (E) Mana cost reverted from 60/70/80/90/100 to 80/85/90/95/100.
  • Frozen Tomb (R) new effect reverted , self cast no longer restores missing mana.

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