7/25 PBE Update: More Tentative Balance Changes

Posted on at 12:45 PM by Aznbeat
[UPDATE: Added BM Akali recall!]

The PBE has been updated! As we continue the 8.15 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

Blood Moon Akali Tweaks & Recall

As part of the Akali champion update, Blood Moon Akali has a new unique recall animation on PBE!
Reav3 also confirmed on reddit they would be adding VFX to this recall in a future cycle:
"We will be adding VFX though they will likely not be added until the next patch as today was the cutoff day for adding new stuff into 8.15. We wanted to at least get the anim in for launch though."

She has also had a new symbol added to the back of her outfit!


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.

[7/25 Changelist][NOTE: Numbers below are relative to live!]
  • Seastone Trident (W)
    • Active bonus magic damage increased from 40/50/60/70/80 to 50/70/90/110/130
    • Active AP ratio increased from 40% to 60%
    • On hit damage AP ratio increased from 30% to 40%
  • Chum the Waters (R)
    • Guppy AP ratio increased from 60% to 90%
    • Chomper AP ratio increased from 90% to 110%
    • Gigalodon AP ratio increased from 120% to 130%

Lee Sin
[note:  Lee Sin  Q2 has a different type of damage increase based on the target's missing health on PBE this cycle. On live, Q2 also does 8% of target's missing health but on the PBE the base damage scales up (now to a 100% bonus) based on target's missing health.]
  • Sonic Wave / Resonating Strike (Q)
    • (Q1) + (Q2) base damage lowered from 50/80/110/140/170 to 50/75/100/125/150
      • Vs. Live: from 55/85/115/145/175 to 50/75/100/125/150
  • Resonating Strike (Q2) increased damage based on target's missing health increased from 50% to 100%
    • (Q2) damage changed from [50/80/110/140/170 (+100% bAD) to 75/120/165/210/255 (+150% bAD) based on targets missing health] to [50/75/100/125/150 (+100% bAD) to 100/150/200/250/300 (+200% bAD) based on targets missing health]
      • Vs. Live: Q2 total damage changed from [55/85/115/145/175 (+90% bAD) + 8% of target's missing health] to  [50/75/100/125/150 (+100% bAD) to 100/150/200/250/300 (+200% bAD) based on targets missing health]"

  • Mana Regen lowered from 3 to 2.2
  • Black Shield (E) cost increased from 50 at all ranks to 80 at all ranks

  • Vicious Strikes (W) attack speed increased from 40/50/60/70/80% to 55/65/75/85/95%

Tahm Kench
[Context on Potential 8.16 work]
  • Devour (W) reverted to live functionality.

  • Dark Passage (W) cooldown lowered from 22/20.5/19/17.5/16 to 22/19.5/17/14.5/12
  • Flay (E) collection souls AD ratio increased from 80/110/140/170/200% to 100/125/150/175/200%

Context & Notes

1) Here's Meddler's quick gameplay thoughts for July 25th, including thoughts on prototypes, gold funneling, continued crit item discussion, and more:
"Hi 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 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 
Something we've been thinking about a lot recently is how we could expose more of our work in progress directly to players. Hope there would be that early feedback on things that are still pretty rough could help us identify and fix problems, or, alternatively if something's really not working, help make the decision to kill it. We've tried such an approach a bit on the PBE this year, with work in progress on Quinn, Rengar, Fizz and LeBlanc exposed for feedback earlier than we normally would. That's gone pretty well. We’re going to try doing a bit more of it as a result, including for projects that aren’t just champion work. We’ll have some details to share next week for anyone interested in that side of things. 
Gold Funneling 
Since the 8.14 penalty to gold funneling got added jungle items we've been seeing two pain points in particular from it from regular jungle play: 
  • Regular junglers who get ahead, usually off early kills/assists, who then get punished by it even though they're not the intended target.
  • Junglers who often prefer to not finish their jungle items, particularly those that split push later in the game. 
We're looking at possible adjustments to the current penalty rules to reduce problems on one or both of those points. Possible there's something in 8.15, not certain yet at time of writing. Given the current penalty itself is a bandaid until pre-season if we do find an adjustment to make it's likely it's also a bandaid that gets removed come preseason when we get a better overall solution in. 
Crit Item Changes 
We've been continuing to work on crit item changes for 8.15 this week, with some shifts in what's likely to ship versus our thinking last week: 
  • We're keeping Zeal items at 30% crit for now. We do want to address crit overcapping. Cutting Zeal crit amount however without also changing how IE works results in marksmen power curves getting pushed later, with more of a marksman's power coming from the second Zeal item spike. That clashes with one of bigger goals of moving some power from late game to early/mid game. We're keeping the crit overcapping in 8.15 at least as a result. We will address it, but didn't want to do so in a way that traded one cost for a larger one.
  • We've added an additional passive to IE, where it gives bonus damage on crits against minions/monsters. Not expecting the power from that to be too high, it does help both to give marksmen a bit of epic monster objective power back and improve satisfaction of a common basic action (AAing minions)
  • Not a crit item change, but a related one is that we're also increasing the cost of starting support items by 50g to reduce the number of pots a support brings with them to lane. We're doing that because we're seeing supports able to pressure non supports too hard early game due to the larger health pool they've got access to. Supports with inherent sustain and/or protective abilities (generally tanks and enchanters) are the ones we expect to be least affected by that change, given pots represent a smaller proportion of their available health."
In the comments, he noted a Quinn nerf coming to the PBE soon (not seen in 7/25):
"There should be some Quinn nerfs hitting PBE today. We're hitting base Armor (28 instead of 32) and starting passive damage (10 instead of 15) to reduce how well she trades/harasses in lane."

2)  Maple Nectar provided the tentativeTahm Kench changelist that should be coming back in the 8.16 PBE cycle:
"This was just a part of the list in testing. The full list is below - but note that since we're targeting 8.16 this could still change a lot! 
Tongue Lash (Q)
  • Slow Duration :: 2 >>> 1.5
  • Cooldown :: 6 >>> 5
Devour / Regurgitate (W)
  • Damage :: 20/23/26/29/32% (+2% per 100AP) >>> 27/29/31/33/35% (+1% per 100AP)
  • Cooldown :: 14/13/12/11/10 >>> 28/25/22/19/16
  • Cost :: 90 >>> 60
  • NEW :: Triggers half its normal cooldown on enemy cast"
3) Riot NeuroCat has tweeted another Fizz changelist tweeted out on the evening of 7/24 - look for these in the 7/25 update!
"Some (probably final) Fizz buff numbers for the patch - pulling some damage out of the ult based on further playtesting and feedback. Here's the current change list:"

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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