8/6 PBE Update: Mecha Aurelion Sol & Mafia Braum Splash Art

Posted on at 1:05 PM by Aznbeat
The PBE has been updated! As we continue the 8.16 PBE cycle, today's patch includes the splash art for Mecha Aurelion Sol and Mafia Braum, continued Nexus Blitz testing & 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 Splash Art

The splash art for Mecha Aurelion Sol and Mafia Braum are now on the PBE!

Mecha Aurelion Sol

Mafia Braum

Continued Nexus Blitz Testing

 Riot August posted a Nexus Blitz change list for 8/6:
"Patch notes for today: 8/6 
We're doing a number of champion specific balance changes to bring up the weaker ends of the champ pool. Overall feeling is that single target DPS chars are pretty weak so we're buffing up a number of them. 
Also seems like tanks are pretty strong, so nerfing down some of their late game health and resists. May need to take a stronger system wide approach in the future, but we'll see how things shakeout on live.

  • AD:: 60 + 2.5/lvl >>> 63 + 3/lvl
  • AS/lvl:: 1.5% >>> 2.5%
  • Base MP/5:: 8.1 >>> 12
Lee Sin
  • AD/lvl:: 3.2 >>> 4.5
  • HP/lvl:: 85 >>> 95
  • AS/lvl:: 1.5% >>> 3%
  • Base Mana:: 438 >>> 500
  • AD/lvl:: 3.35 >>> 4.5
  • HP/lvl:: 85 >>> 100
  • Base HP:: 537 >>> 580
  • Base Mana:: 418 >>> 500
  • Base MP/5:: 8 >>> 11
  • Can now attacc jungle monsters. Will be re-enabled soon.
  • Q Stack multiplier:: 2.5 >>> 2 (same as ARAM)
  • Bonus HP mult:: 15% >>> 10%
Runic Echoes
  • Fixed a bug where it was 400 gold cheaper than intended
Force of Nature
  • Magic Resist:: 100 >>> 90"

Riot August also went into the details on champion specific balance in Nexus Blitz - Nexus Blitz Dev 8/6: Champion Specific Balance:
"Hi friends, 
Figured it would be useful to start a series of posts that give greater context on the changes we make to Nexus Blitz as we get closer to the live Alpha. Today let's talk about champion balance 
Champion Specific Balance 
We hope that most champions are able to find a place in Nexus Blitz's pool of viable picks. We'd love it if you could pick whoever you want and not have to worry about your teammates feeling like they got "stuck with you." We won't be aggressively patching everyone to “perfect balance” but we will take a look at extreme balance outliers who feel overly weak or strong. To this end, we plan on making champion specific balance changes as the need arises. Currently we feel like a number of single target champs are a bit weak so Kalista, Ezreal, Lee Sin, Rek'Sai, Azir, and Cassiopeia will be the first set of champs with some NB-only buffs to their base stats. 
This is something we've been hesitant to do in the past because we feel it is dangerous to make characters feel markedly different in separate game modes. We want the mechanical skills you master on Yasuo in Nexus Blitz to transfer when you decide to play him on SR or ARAM. As an extreme example, we could buff Udyr on this map by giving him a ranged basic attack, but that's a completely different character than the one on SR. Even small changes to things like spell damage or cooldowns can have MASSIVE feel impacts across game modes. 
To avoid this, our balance strategy for individual champions will focus primarily on base stats. We've seen on SR that a small adjustment to AD or health can result in significant power changes while not drastically changing how a champion feels to play. We're hoping this could also be effective on NB. Asides from base stats, we’ll also be tweaking champions like Sion, Nasus, and Veigar who have time based farming mechanics that need to be adjusted due to the pace of the mode. 
As a side note, saying "we'd like most champions to be viable" does not mean we expect every team comp to be viable. Picking the 5th marksman into a team that already has 4 and no magic damage is prolly going to be a bad time. We're okay with that. Better pray the first event is Snowball Fight. 
Thank you all for the continued feedback. We're so excited to get this map out to you on live. 
-Nexus Blitz Team-

  • AD:: 60 + 2.5/lvl >>> 63 + 3/lvl
  • AS/lvl:: 1.5% >>> 2.5%
  • Base MP/5:: 8.1 >>> 12
Lee Sin
  • AD/lvl:: 3.2 >>> 4.5
  • HP/lvl:: 85 >>> 95
  • AS/lvl:: 1.5% >>> 3%
  • Base Mana:: 438 >>> 500
  • AD/lvl:: 3.35 >>> 4.5
  • HP/lvl:: 85 >>> 100
  • Base HP:: 537 >>> 580
  • Base Mana:: 418 >>> 500
  • Base MP/5:: 8 >>> 11"


  • Mecha Aurelion Sol chroma spotlight:

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.

[Context] [Leona has other changes in testing on the PBE!]
  • Eclipse (W)
    • Cooldown changed from [18/16/14/12/10] to [14/13/12/11/10]
      • Vs Live: from [14 at all ranks] to [14/13/12/11/10] 
    • Armor reverted from [15/20/25/30/35 (+40%)] to [25/35/45/55/65 (20%)]
    • Magic Resist reverted from  [15/20/25/30/35 (+40%)] to [20/30/40/50/60 (+20%)]
  • Zenith Blade (E) damage reverted from [60/110/160/210/260] to [60/100/140/180/220] 

  • Base movespeed reverted from 340 to 335
  • Magic Resist Growth reverted from 1.75 to 1.25
  • Sapling Toss (E) Max damage against non champions reverted from 500 to 300

Tahm Kench
[Tahm Kench has other changes in testing on the PBE!]
  • Devour / Regurgitate (W) Damage reverted from [27/29/31/33/35% (+1% per 100AP)] to [20/23/26/29/32% (+2% per 100AP)]

  • More Sparkles! (Passive) 
    • AP ratio lowered from 32.5% to 20%
    • damage lowered from [12 - 135] to [10 - 124]
  • Spell Thief (W) AP ratio lowered from 55% to 40%

Summon Aery (Sorcery Keystone)
  • Damage lowered from [15 - 40] to [10 - 40]
  • Shield increased from [30 - 80] to [35 - 80]

Context & Notes

1) Riot Maple provided context on the Leona changes in today's update:
"I'm personally pretty confident that it's a buff, given that the w cd buff ends up being pretty meaty late game given that the resists linger for 3 seconds. That being said, we were talking about yesterday and agreed that it can definitely be read as a nerf (and it might be) so we figured we'd tease it out and get player feedback and iterate if need be. We have a few fallbacks we're already talking about 
UPDATE: We're going to go with a much simpler CL of W cd scaling from 14>10 and reverting the rest of the changes."

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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