2/1 PBE Update: More Tentative Balance Changes

Posted on at 1:35 PM by Aznbeat
The PBE has been updated! As we continue the 8.3 PBE cycle, today's patch includes 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


[Note: Jurrassic Cho'gath's VFX have so far not been changed, keep an eye out for these in a later cycle!]

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.


  • Lightslinger (Passive) second shot AD increased from [40/50/60% at 1/7/13] to [50/55/60% at 1/7/13]

Master Yi
[Master Yi has changes already in testing on the PBE!]
  • Wuju Style (E)
    • Active bonus AD ratio lowered from 40% to 35%
      • Vs Live: from 25% to 35%

  • [As noted by Riot August, all PBE changes have been reverted to live functionality, look for changes to come back for more testing with the 8.4 PBE cycle!]

Unsealed Spellbook (I1)
  • Summoner spell cooldown reduction increased from 10% to 15%
    • Vs Live: from 25% to 15%

Context & Notes

1) Riot August provided context on the Rengar reverts in today's PBE:
"Some short context for the next week, no changes today.

PBE branch cut for 8.3 just happened, so while we'll we will be continuing to iterate on Rengar internally, you won't be seeing the results of any of those changes until next week when 8.4 PBE comes out. Target ship date remains 8.4

Overall, with the current Q and R changes, we feel like we're coming very close to a Rengar we'd like to ship with a few notable things to still be worked on:
----Q - Ferocity gains and Tri-Q (Need to figure out if Tri-Q is okay, and if not, how to gate it. Also need to make a final decision on the way the new Q grants and consumes ferocity)
----Balance tuning (he still needs a good deal of it)
----Feel changes and bug fixes (it seems like there's still a lot of small wins to be had in order to make him feel better/smoother/more fun, please continue to give feedback)
----AP Rengar - as noted in the original post, a secondary goal of the rework was to validate off-builds for the character. While we still think Critgar and Tankgar may be maintainable, we are worried that meaningfully buffing AP Rango is dangerous. At the end of the day, his output remains very similar to lethality Rango (jump on guy and burst them), but, when effective, AP Rengar does it faster and with less counterplay.

In the interest of complete transparency, it is highly likely that the next Rengar iteration you see will remove many of the buffs that I tried out to make AP Rengar more viable. That said, what I WON'T be doing is deliberately making AP Rengar worse than he is on live. Overall, a number of the changes we have planned will help AP Rengar even without explicit AP ratio adds (like the new Q's Lich Bane synergy).

Thanks for all your support, keep the feedback coming, we're in the home-stretch here and there's still a lot that can be done to make the best Rengar possible." 

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