4/20 PBE Update: Profile Background Picker & Tentative Balance Changes

Posted on at 12:43 PM by Aznbeat
The PBE has been updated! As we continue the 8.9 PBE cycle, today's patch includes the Profile background picking now testing on the PBE, as well as more tentative balance changes for Lux, Kennen, 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

Profile Background Picker on PBE

[feature was enabled in 4/19 build!]

A way to change your profile background has been added! Introducing the Profile Background Picker - click the gear on the profile page to swap between select backgrounds based on content you own. There is also an option for the (current on live) dynamic background option.

Here's Riot Orphyre with a bugs and feedback thread on this new feature now testing on the PBE:
"Hey everyone! 
We’ve got a new LCU feature for you here, it still has some bugs we’re working out, and is not completely polished, but we wanted to show it to you ASAP, and get your feedback! 
Profile Background Picker 
Here, you’ll be able to choose your own profile background for others to see! 
The version on PBE is going to be constantly updated, and is absolutely not final, here are a few known issues:
  • Sound is currently missing, should be in soon!
  • User interface is not final (Updated!)
  • Filtering options not final (e.g. issues with Universe sorting)
  • Certain text is not final
  • Tooltips MIA
  • More polish! 
If there are any questions, comments, or issues found, please let us know in the comments section. We’re looking forward to your constructive feedback, and hope you guys enjoy the new feature! 
Riot Orphyre"

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.

[Kennen has extensive changes in testing on the PBE! / Full Changelist]
  • Electrical Surge (W) 
    • passive AP ratio lowered from 30% to 20%
    • active damage lowered from 65/95/125/155/185 to 60/85/110/135/160
    • active AP ratio increased from 55% to 80%

[Lux has extensive changes in testing on the PBE!]
  • Light Binding (Q) mana cost lowered from 50/55/60/65/70 to 40/45/50/55/60
  • Lucent Singularity (E) mana cost increased from 60/70/80/90/100 to 70/80/90/100/110

  • Burnout (W)
    • Damage changed from [20/32/45/57/70 (20%BAD) (10%AP)] to [20/32/45/57/70 (20%BAD) (0%AP)]
      • AP Ratio removed
  • Flame Breath (E)
    • Fireball Damage (Also explodes, dealing the damage again, in Dragon Form) changed from [60/100/140/180/220 (+30%AD) (+30%AP)] to [60/100/140/180/220(+30%AD) (+60%AP)]
  • Dragon's Descent (R)
    • Damage changed from [150/250/350 (+70%AP)] >>> [150/250/350 (+100%AP)]

Context & Notes

1) ricklessabandon provided a new changelist for Kennen's changes testing on the PBE right now:
"updated changelist for kennen (should all be on the pbe) 
moving some damage around to buff ap kennen, and soften up top lane versions of ad kennen slightly"

He also provided context on Shyvana:
"it's part of an exploration for buffing 'ap shyvana' as an off-build. more specifically, it's to offset ap ratio buffs"
2) Riot Wittrock provided a full changelist for Shyvana:
"Full Shyvana list in testing on PBE today: 
Burnout (W)
  • AP Ratio removed; Damage :: 20~70(20%BAD) (10%AP) >>> 20~70(20%BAD) (0%AP)
Flame Breath (E)
  • Fireball Damage (Also explodes, dealing the damage again, in Dragon Form) :: 60~220(+30%AD) (+30%AP) >>> 60~220(+30%AD) (+60%AP)
Dragon's Descent (R)
  • Damage :: 150~350 (+70%AP) >>> 150~350 (+100%AP)"
3) Here's Meddler's quick gameplay thoughts for April 20, covering input buffering, midseason stuff, and more:
"Hey folks, 
Usual Disclaimers 
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 
Back to regular posting schedule 
I've been back in the office this week catching up on everything after a couple of weeks in Japan (somewhere I’ve wanted to visit for years, was a fantastic time). Should be back to the standard two posts a week thing now. Apologies if I end up repeating anything that's already been talked about a lot in my absence, I think I've got a pretty good handle on what has/hasn't already been discussed, but might have missed something. 
Input Buffering 
Something we've been doing on some individual abilities for a while is making it so that, if their button is pressed just before it would be useable (e.g. while in the middle of another spell or just before it comes off CD), the command is saved and then executed shortly after. A particularly clear example of that is on Lee Sin W back in 7.11.Buffering like that makes executing combos and other cases of precise timing smoother on connections that aren't extremely low ping. 
While working on Irelia we developed some new tech that makes input buffering like that much easier to apply to other abilities. It's been working well on Irelia so we're looking to roll it out to almost all abilities in the game shortly. That change is currently in testing on the PBE and we’re hoping to have it be part of 8.9. 
Target Champions Only as a Toggle option 
At present it's possible to make it so you can’t click on non champions with spells/attacks by holding down a specific key while casting/attacking (default: ~). That works well in some cases and for some players, but can be pretty cumbersome for others. We're currently working on an optional setting (would be found in the Gameplay Options part of the menu) that would let you change that from a Press and Hold approach to something you can toggle on and off with a key press instead. 
That's just getting some initial internal testing now, so probably won't be on the PBE for a little bit at least. It's also possible, though I'd imagine unlikely, that we find something that makes it a bad idea to add that functionality to the game. Letting you folks know ahead of time though since I know this is a feature a number of people have asked for over the years. Wanted to provide visibility into how we're looking at it as a result, regardless of what the timing and outcome of that might be. 
Shifting approach somewhat on some midseason stuff 
As previously mentioned we want to open up positions to more classes. That would allow players who wished to to play champs in ways they currently can't and enable new team comps. At the same time we'd also want to ensure what currently works is still effective - broaden options, not force anyone onto something different. Based on that goal we set ourselves a target of getting mages into bot lane in midseason. After a lot of experimentation though we're shifting our approach somewhat there. We tested some large changes, which were very effective in letting mages be powerful bot lane choices. They resulted however in a lot of game balance costs though, some breakdown in interesting/healthy bot lane play and a lot of disruption when done all at once. 
As a result what we're aiming to do instead is a range of changes that both improve some other issues and lay some groundwork for getting more classes into each position. That includes, but isn't limited to, mages in botlane. These changes won't radically redefine how the game plays. Instead they'll be part of a gradual process (multiple patches, not just 8.9) to open things up more, avoid balance costs and other unforeseen consequences of changing too much at once. Might see a few champs being played in new ways after them certainly, but not a massive meta overhaul. LoL.com publishing will also be quieter this year as a result too. We'll have one or two patch-specific articles for later changes that are more complex than 8.9's stat/cost tunings, but no website this time. 
Examples of what upcoming changes will be trying to do below (more details about exactly how to come pretty soon). While these changes are things we think should help open up the game somewhat they're also changes we believe will lead to good improvement on other grounds as well. 
  • Changing mid/late game marksmen damage so they're less able to burst squishies but still able to grind through defense stacking targets. That gives other squishy champs longer windows to act later game while still letting marksmen kill tanky enemies effectively enough over time.
  • Adjusting mage mana access so they can contest lane against a wider range of champions at early levels but also can't just cast on CD as much mid game onwards (results in excessive waveclear power in particular)
  • Increasing the damage AP champs deal to towers,so that, regardless of position, they can contribute more to tower/base taking, reducing dependency on bot lane for that function. Might need to be paired with some increase in tower tankiness so they're not falling faster than at present.
  • Making it easier for champions from a range of positions/classes to carry, so teams aren't as dependent on their marksman's damage output every game to be successful. A fed mid, top or jungle champ should more often be a good choice for a team to rally around and support."

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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