9/28 PBE Update: Changes to Gameflow in Testing, Continued Runes Testing, & More Tentative Balance Changes

Posted on at 12:54 PM by Aznbeat
The PBE has been updated! As we continue the 7.20 PBE cycle, today's patch includes continued Runes testing, changes to the gameflow in testing, and 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

Changes to gameflow now on PBE! 

Here's chupaacabra with some changes to the gameflow in testing now on the PBE:
"Hello PBE friends! QA analyst Chupaacabra here. 
Are you sick of having to re-invite your party members on the end of game screen or when you change game modes?
Do you want us to remember your position preferences so you don’t have to keep selecting them when you’re spamming draft games? 
Hopefully the answer is yes to both because we are fixin’ this stuff. 
Now on PBE: 
The party captain can change game modes for the party without having to re-invite them. If you’re a party member, you hear a little sound, and BOOP you’re in the new mode. No need to accept another invite. 
Party members can now click “Play Again” on the EOG screen to return to the lobby—until you click it, everyone in your lobby will see that you are “not ready”. Click “Play Again”, when you’re “ready” to play. After all party members are ready, the party captain can enter matchmaking. 
Your position preferences will be remembered through gameflow. So if you’re playing multiple Ranked games (or draft games, anything with position select) we’ll remember your positions from game to game when you click “Play Again”. You’ll have to pick them again if you change game modes or relog. 
NOTE: This gameflow will occur in Normal Draft, Ranked Flex, Solo/duo, and SR Blind on PBE. If you’re in a different game mode, like ARAM, you’ll simply use the old gameflow of having to re-invite people. We’re working on getting this flow into all queues. 
We need your help! 
We’re looking for any bugs you may run into while testing on PBE. Post your bug in this thread with any repro steps you have. Screenshots, video or logs are also always appreciated to help us track down the problem!"

Continued Runes Reforged Testing & Changes

Rune Reforged, the new combination of runes and masteries into one new system, continues testing on the PBE this cycle - including runes themselves, the runes panel, the client run inventory and editing ui, base stat and jungle tuning, & more.

Wrekz shared today's rune balance changes & bugfixes in this tweet chain.
"Quick heads up on runes changes for PBE Today: 1/x"

"Last hitting - Champions gain +5 damage on each basic attack against a lane minion "
"Sudden Impact Now activates on exiting stealth or camouflage"

"Ravenous Hunter Fixed a bug that was causing this to grant 40% spellvamp instead of 15% at max stacks"

"Lethal Tempo Fixed a bug causing this to always break the AS cap instead of only while Lethal Tempo’s bonus was active."

"Celestial Body Damage penalty increased to 8% Damage penalty now applies to monsters as well as champions "
"Overheal - Healing from others = 100-300% over game time, no more range/melee split there"

- Loading screen frames have also been adjusted to accommodate for the new Runes system.

For a complete listing of the new Runes effects and values, have a look at our Runes Effects and Values document (including a helpful changelist to note changes from a certain date):

[Check out the Runes Effect and Value Listing here!]

PBE testers can head on over to Riot Sparkle's Runes Reforged bugs & feedback thread for more.


  • While Ququroon confirmed on Twitter that Evelynn's darker colors on the PBE are a BUG, Evelynn's shadow VFX on her skin has been changed, they now move more prominently:

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.


  • Ace in the Hole (R) damage increased from 250/475/700 to 265/490/715

  • Spinning Axe (Q) damage increased from 30/35/40/45/50 to 35/40/45/50/55
  • Stand Aside (E) damage increased from 70/105/140/175/210 to 75/110/145/180/215
  • Whirling Death (R) damage increased from 175/275/375 to 185/285/385

  • Arcane Shift (E) damage increased from 75/125/175/225/275 to 80/130/180/230/280
  • Trueshot Barrage (R) damage increased from 350/500/650 to 355/505/655

  • End of the Line (Q)
    • Initial damage increased from 40/55/70/85/100 to 45/60/75/90/105
    • Detonation damage increased from 80/110/140/170/200 to 85/115/145/175/205
  • Collateral Damage (R)
    • damage on pass through increased from 250/400/550 to 260/410/560
    • explosion damage increased from 200/320/440 to 210/330/450

  • Rampage (Q) damage increased from 50/85/120/155/190 to 55/90/125/160/195

[Note: These changes were hotfixed to live on 9/27]
  • Base movement speed lowered from 335 to 320
  • Base mana lowered from 409.52 to 350
  • Base health lowered from 525 to 500
  • Zephyr (W) mana cost increased from 40/50/60/70/80 to 50/60/70/80/90

  • Super Mega Death Rocket! (R) damage increased from 250/350/450 to 260/360/460

  • Gathering Fire (Passive) cooldown reducing effect changed from 2/2.5/3 (1/1.25/1.5 for basic attacks) to 2/3/4 (1/1.5/2 for basic attacks)

  • Reaping Slash (Q) damage increased from 55/75/95/115/135 to 60/80/100/120/140
  • Blade's Reach (W) damage increased from 80/125/170/215/260 to 85/130/175/220/265
  • Umbral Tresspass (R) damage increased from 150/250/350 to 160/260/360

  • Dance of Arrows (Q) damage increased from 55/75/95/115/135 60/80/100/120/140
  • Mounting Dread (E) bonus damage increased from 60/80/100/120/140 to 65/85/105/125/145

  • Piercing Light (Q) damage increased from 80/115/150/185/220 to 85/120/155/190/225

  • Spear Shot (Q) damage increased from 65/105/145/185/225 to 75/110/155/195/235
  • Heartseeker Strike (E) damage 80/130/180/230/280 to 100/150/200/150/300

  • Noxian Diplomacy (Q) damage increased from 60/85/110/135/160 to 65/90/115/140/165
  • Rake (W) return damage increased from 60/85/110/135/160 to 70/95/120/145/170
  • Shadow Assault (R) damage increased from 90/135/180 to 95/140/185

  • Explosive Change (E) damage increased from 50/75/100/125/150 to 55/80/105/130/155

  • Hail of Arrows (E) damage increased from 65/100/135/170/205 to 70/105/140/175/210

  • Condemn (E) damage increased from 45/80/115/150/185 to 50/85/120/155/190

  • Double Daggers (Q) damage increased from 40/60/80/100/120 to 45/65/85/105/125
  • Bladecaller (E) damage increased from 50/60/70/80/90 to 55/65/75/85/95
  • Featherstorm (R) damage increased from 100/150/200 to 110/160/210

  • Razor Shuriken (Q) 
    • damage icreased from 70/105/140/175/210 to 80/115/150/185/220
    • secondary damage increased from 42/63/84/105/126 to 45/66/87/108/129
  • Shadow Slash (E) damage increased from 65/90/115/140/165 to 70/95/120/145/170

Sterak's Gage
  • New Recipe: [Jaurim's Fist + Pickaxe + Ruby Crystal + 725g]
  • Total Cost increased from 2600 to 3200
  • [+50% Base Attack Damage is now a unique passive]

Context & Notes


1)  Meddler's confirmed that they will NOT be removing the CDR from Frostfang, yesterday's (9/27) PBE change was the result of a bug!
"That's a bug resulting from moving a lot of files around to get everything onto PBE for pre-season. We're not removing the CDR from Frostfang."

Check out [THIS PAGEfor a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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