3/12 PBE Update: Skin Tweaks, Tentative Balance, and more!

Posted on at 2:17 PM by Aznbeat
The PBE has been updated! As we continue the 9.6 PBE cycle, today's patch includes VFX and model color tweaks for a few of Kayle's skins, tentative balance changes, 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

Skin Tweaks

More Kayle skin VFX and model color tweaks are in this cycle! Aether Wing Kayle's voice filtering should also be removed now on the PBE.

Battleborn Kayle Post 11 form (Old):
Post 16/Exalted form (Old):
Ability VFX:

Judgment Kayle post 16/Exalted (Old):
Ability VFX:

Riot Kayle Ability VFX:


  • Fuzz Fizz Prestige Edition loading screen updated:
  • Corgi Corki chroma assets updated, fixing position of Corki's hands:

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.

  • Mystic Shot (Q) AP ratio removal reverted.
  • Essence Flux (W) AP reverted from 70/85/100/115/130% to 70/75/80/85/90%
  • Trueshot Barrage (R) damage reverted from 250/400/550 to 350/500/650

  • Hyper/Wallop (W) cooldown lowered from 15/13/11/9/7 to 7 at all ranks

  • From Riot Repertoir: "Hecarim is getting a bugfix that should be a decent size buff at the same time. Currently, his Q is supposed to deal 10% more damage per stack of Q that he has, but that part of the spell just isn't working. So we'll be fixing that."

  • Health lowered from 576 to 560
  • HP per level lowered from 95 to 90
  • HP/5 lowered from 7.5 to 6
  • HP/5 per level lowered from .8 to .6

  • AD per level lowered from 3 to 2.5
  • Attack speed per level lowered from 2 to 1.5
  • Celestial Blessing (W) Bonus movement speed from AP lowered from [10% per 100 AP] to [8% per 100 AP]

  • Sign of Malice (Q) AP ratio lowered from 40% to 30% 

  • HP/5 lowered from 5.5 to 4.5
  • Tormented Shadow (W) AP ratio (per second) lowered from 16% to 14% 

  • Base Armor increased from 35.46 to 39
  • Staggering Blow (Passive) per target CD changed from 9/8/7/6 to 6

[These changes were hotfixed to live on 3/11!]
  • Attack speed per level lowered from 3.5% to 1.5%
  • AD per level lowered from 3 to 2
  • Shapesplitter (W) on hit damage lowered from 50/80/110/140/170 to 50/70/90/110/130

  • Void Rush (R)
    • Cooldown increased from 100/80/60 to 100/90/80
    • Bonus AD Ratio lowered from 200% to 175%

  • Twilight Assault (Q) on hit damage increased from [5/10/15/20/25/30 based on level] to [10/16/22/28/34/40 based on level]

  • Kingslayer (W) healing multiplier at low health decreased from 200% to 175% 

  • Frozen Domain (W) bonus attack speed changed from 20/40/60/80/100% to 30/47.5/65/82.5/100%

  • Sleepy Trouble Bubble (E)
    • Cooldown increased from 16/15/14/13/12 to 20/18.5/17/15.5/14
    • Slow lowered from 10/20/30/40/50% to 10/15/20/25/30% 


Minion Dematerializer (I2)
[Changelist - This will be changing again soon!]
  • Amount at start of game lowered from 6 to 5
  • Swapped places with Hextech Flashtraption, now on Inspiration line 2

Hextech Flashtraption (I3)
  • Swapped places with Minion Dematerializer, now on Inspiration line 3

Ghost Poro (D3)
[Ghost Poro has other changes in testing on the PBE!]
  • No longer grants adaptive force when in enemy territory

Overheal (P2)
  • Shield values changed from [40% to 100%] to [20% to 100%]

Context & Notes

1) Riot Repertoir tweeted details for balance changes this cycle:
[1] Current state of 9.6: Buffs: Ornn, Trundle, Urgot, Xayah, Caitlyn, Gnar, Hecarim, Nautilus, Shen
Nerfs: Rek'Sai, Sylas, Jayce, Morgana, Zoe, Leblanc, Overheal, Dematerializer
Changes: Kayle, Ivern, Ghost Poro, Manamune
Notably doing Tear stuff instead of Ezreal.
[2] Hecarim is getting a bugfix that should be a decent size buff at the same time. Currently, his Q is supposed to deal 10% more damage per stack of Q that he has, but that part of the spell just isn't working. So we'll be fixing that. 
[3] (Jayce) Health and Health Regen nerfs to bring him more in line with ranged champions rather than melee champions (which is what he's currently closer to). 
[4] (Zoe) E CD :: 16/15/14/13/12 >>> 20/18.5/17/15.5/14
E slow :: 10/20/30/40/50% >>> 10/15/20/25/30% 
[5] Mega Gnar W CD :: 15/13/11/9/7 >>> 7 
[6] (Rek'Sai) R CD :: 100/80/60 >>> 100/90/80
R Bonus AD Ratio :: 200% >>> 175%
[7] (Minion Dematerializer) Swap it with Flashtraption and reduce its charge count by 1. 
[8] (Sylas) We healing multiplier at low health decreased 200% >>> 175% 
[9] (Nautilus) Base Armor :: 35.5 >>> 39
Passive per target CD :: 9/8/7/6 >>> 6
[10] (Shen) Q on hit damage :: 5/10/15/20/25/30 >>> 10/16/22/28/34/40
This is for each of the 3 attacks.
[11] (LeBlanc) Q AP ratio :: 0.4 >>> 0.3 
[12] (Morgana) Small nerf overall, just meant to bring down power level a tiny bit. Health Regen down a tiny bit W damage down a tiny bit
He also noted more changes coming for Minion Dematerializer:
"Probably going to change the 9.6 Dematerializer nerf from what you see on PBE today to:  
Charges :: 6 >>> 3
Damage Bonus :: 4% >>> 6%
Damage Bonus on same minion type :: 1% >>> 3%
Starting CD :: 240 >>> 180  
Going to avoid the row swap and instead aim to nerf cannon spam."
2) Here's Riot Jag with an updated post with changes for Teemo that continue testing on the PBE this cycle - Teemo changes temporarily on PBE for early feedback, part 2:
"Teemo changes temporarily on PBE for early feedback (Part 1) 
Hey all, wanted to follow up from my last post and addressed some of the major changes we've put in since then.
  1. After seeing pretty strong feedback from players that Invisibility felt core to his identity, we tried different iterations instead of using a Camouflage mechanic. This current version still grants Teemo Invisibility when standing still or in brush. In addition, he can cast it to enter stealth while moving instead of having to standing still, and still lets him move a fair amount outside of the brush before exiting stealth. Since this version is substantially power-up in favor of the Teemo player, we've made it so enemies can knock him out of stealth by dealing damage to him. Our belief is that this still lets Teemo players be tricky and find previously inaccessible places to ambush opponents, and still lets them be clever enough to navigate the ways opponents can respond (by entering stealth out of their vision, for example). Please let us know how you feel about this version!
  2. We're trying something experimental with Invisible Teemo leaving footsteps on the ground behind, as a subtle way of giving warning to enemies without totally spoiling the ambush. The way I view this iteration is, let's find the best way for opponents to feel like Teemo keeps some element of interactivity when going Invisible. If footsteps give enough warning, that might be a better form of counterplay than knocking Teemo out of stealth upon taking damage, and we could remove instead. Again, let us know how you feel about all of this!
  3. Mushrooms can bounce infinitely!
  4. Bonus HP to mushrooms is gone. The combination of this with allowing Teemo to have 5 mushrooms at once instead of 3 felt overwhelming to opponents, and we saw strong feedback that the Teemo players strongly preferred more shrooms over more health.
  5. Overall damage down a bit. This is mostly to make room for Teemo moving while Invisible, as we talked about above. 
Riot Jag"
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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