5.11 PBE Cycle

Last Updated on 6/4 with the 6/4 PBE Update

( With the release of patch 5.10 to live on May 28th, we started the new 5.11 PBE cycle )

Previous PBE Cycles in 2015

[4.21][5.1] [5.2] [5.3] [5.4] [5.5] [5.6] [5.7] [5.8] [5.9] [5.10]

Below you will find a comprehensive list of balance changes/game additions for the current PBE cycle.

These new changes and additions are relative to what things currently are on live servers and are


(They often do not represent the final changes that get pushed to live servers.)

Balance changes for this cycle (so far) can be found at the bottom of this page

New Content list for this PBE cycle:

5/27 PBE Update
  • New Skins
  • Cross Map Consistency pass - updates to Twisted Treeline and Crystal Scar
  • Miscellaneous
  • Balance Changes

  • Cross Map Consistency pass - updates
  • Balance Changes

  • Skin Updates
  • [PBE Feedback] "New Missile System" - Rewriting Skillshots
  • Miscellaneous
  • Balance Changes

  • Mysterious Laughs added to Summoner's Rift
  • Summoner's Rift Team Banners
  • Vilemaw Timer on Twisted Treeline
  • Balance Changes

  • More Summoner's Rift Team Banners
  • Splash Art Updates
  • Summoner Icon Changes
  • Miscellaneous
  • Balance Changes

  • New Splash Art
  • HUD Update
  • Balance Changes

  • Prehistoric Renekton Splash Art
  • Prehistoric Anivia Load Screen Change
  • HUD Update
  • Balance Changes

( Note: As the cycle continues, some images may be out dated! )

(Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )

Table of Contents

New Skins

"Hold on to your buffs!" - To kick off the 5.11 PBE cycle we have three new Prehistoric themed skins for AniviaCho'Gath, and  Renekton!

Prehistoric Anivia

750 RP

Prehistoric Cho'Gath

750 RP

Prehistoric Renekton

750 RP
Here's Riot Katey Khaos with a PBE bugs & feedback thread for the three Prehistoric skins:
""They don’t even look scary – more like six foot toys." 
"Okay, try to imagine yourself on Summoner’s Rift. You get your first look at these ‘six foot toys’ as you enter mid or top lane. In mid, Prehistoric Anivia moves like a bird, lightly bobbing her head and arms. And you keep still in top lane because you think that maybe Prehistoric Renekton’s Slice is based on movement like Kalista's Sentinels – he’ll lose you if you don’t move. Then there’s Prehistoric Cho’Gath. You stare at him and he just stares right back. And that’s when the Feast comes – not from the front, but from the side." 
This Prehistoric trio consists of Anivia, Renekton and Cho’Gath! 
Cho’Gath – 750 RP
  • New model and texture!
  • Quality of life particles for his Rupture (Q) and Vorpal Spikes (E)! 
Anivia – 750 RP
  • New model and texture!
  • New Rebirth (Eggnivia!) model! 
Renekton - 750 RP
  • New model and texture! 
These guys (and gril ;D) are now available to play on PBE! We always find bug reports and feedback super helpful, so feel free to comment in the thread below! Likewise, if you've got any questions, post 'em here, and we'll do our best to answer them! 
*Prices on PBE are subject to change."

Mysterious Laugh

A set of mysterious new laughs can be heard on Summoner's Rift!

A laugh will play when you go in the river and do an emote laugh - something will laugh back.

There are a total of FIVE different laugh variations in the files.

Cross Map Consistency pass - Twisted Treeline & Crystal Scar Updates

[There are a TON of changes here! Read carefully!]

Here's JxE with a look at a ton of changes coming to Twisted Treeline and Crystal Scar maps!
"Hey all! 
We have some more updates to our other maps to conclude our Cross Map Consistency Pass. Here’s some of the changes you’ll see going up on PBE soon. 
Gameplay Changes; The Black Mist Arrives: 
After chatting with some of the most dedicated Twisted Treeline players (shoutouts to Koella and everyone else for their awesome posts!) we found some opportunities to make some phantasmic gameplay changes to Twisted Treeline to improve the experience. 
Jungle; Smite & Ignite: 
The meta currently favors a duo lane, because it’s too easy for them to fast push and invade the jungler to deny their farm. Camps now spawn 5 seconds sooner, start at level 2 and have slightly less health and deal less damage. Yes, this means you can jungle again. 
Vilemaw; Like a Spiderboss : 
Currently Vilemaw is undervalued and only taken when there are no other available objectives. He can also be solo'd through some loopholes. To solve this problem we’ve increased Vilemaw’s health and decreased his damage. Damage over time should remain roughly the same, but this will create a window for other teams to react. 
Killing Vilemaw now lets you summon the darkness and lead a legion of ghost minions to swarm the enemy base. Players will enhance nearby allied minions (allied minions gain increased combat stats, MS, and briefly terrify enemy minions) Champions will also cross over to an other realm and become “ghosted”. 
Finally, we added a Vilemaw timer to the tab menu and an epic monster healthbar to Vilemaw. 
Altar changes; Only Spirits Should Be Hidden: 
We’ve changed a few of the altar buffs to be more meaningful and to have more visible power. The first altar buff will give a movement speed bonus to your team, the second one will restore player’s max health on minion/monster kills which should help teams siege towers for longer and end the game faster. 
Tower changes; More Things To Kill! 
We’ve added a third low health turret to lanes to give teams an early treat to grab. This should also help reset minion waves sooner and smooth out early game flow. We’ve also tweaked the health and damage of all turrets. Early turrets should be easy to destroy while your Nexus turret won’t die from a couple of sneaky super minions in your base.\ 
New Trinket; Call Down The Reckoning: 
Not having wards on Twisted Treeline adds a level a fear you would expect from the shadow isles, but it also means squishier champions have a hard time taking objectives without knowledge of enemy locations. We’ve taken the Hextech Sweeper active and turned it into a trinket (Note, not the passive, so traps won’t be revealed) We’re hoping this gives our players who are sensitive to hidden presences a chance to uncover the enemy so they can safely get objectives. 
Because of that we’ve removed the Vision items on the map as they’re not needed anymore: 
Grez’s Lantern, Hextech Sweeper and Lightbringer have been removed 
Item changes to both Dominion and Twisted Treeline; Make Them Bleed: 
Lord Van Damm’s Pillager now has Lightbringer’s passive and no longer has IE crit bonus 
Overlord’s Bloodmail - Builds out of Crystalline Bracer, price has been reduced and now has HP regen 
Map & Art Changes; Gnomes Weren’t Spooky: 
We’ve continued to skin some of the art from Summoner’s Rift to match our other maps and bring some consistency between them. Check out these screenshots for more details. 
New structures on TT: 
New Minions on Twisted Treeline and Crystal Scar:
Golem Retexture:
Crystal Scar Texture and Color Update:
Loading Screens:
If you discover any bugs, please post them here!
~Riot JxE"

TL;DR of changes mentioned above:

Twisted Treeline
  • Jungle camps spawn 5 seconds earlier, start at lvl 2, and have less health + deal less damage
  • Vilemaw has more HP and deals less damage, damage over time should be same.
  • Killing Vilemaw gives a new buff that buffs nearby allied minions (combat stats, movespeed, and they terrify enemy minions). Champions also become "ghosted"
  • Altar bonuses changed - first buff gives movespeed bonus, second buff restore player's max health on minion and monster kills.
  • A third low health turret has been added to lanes. 
  • Health and damage of all turrets tweaked
  • New trinket for Twisted Treeline, has Hextech Sweeper active (NOT passive)
  • Item changes
  • Several visual improvements including new golem texture, new structures for towers, inhib, & nexusnew loading screen, updated minions.

Crystal Scar

While number and balance changes can be found in the Balance section, here's another look at some of the visual changes for the maps:

New loading screens for Crystal ScarTwisted Treeline, and the Tutorial.

Twisted Treeline

And shots of the updated Golem, Minions, and new structures.

As mentioned above, each lane on TT now has an extra turret closer towards the middle of the map.

Blue Side:
Purple Side:

and finally, the distance between the two towers mid:

Similar to the timer for Dragon and Baron on Summoner's Rift, a timer has been added for Vilemaw on Twisted Treeline.

Crystal Scar

and here's a set of shots from the Crystal Scar texture updates:

[PBE Feedback] "New Missile System" - Rewriting Skillshots

Here's Riot Meyea with a heads up on the new missile system now on that PBE; the team has re-written how skillshots work behind the scenes!
"Hello Summoners! 
We've re-written how skillshots work. 
My team at Riot is called CUTS. We Clean Up The Stuff (There's a synonym for "poop" in the real name). The "stuff" my team is cleaning up are skillshots. Like, all of them.
This video(Thanks for the shout out Gosu) is an example of a bug that actually exists on live right now. And frankly... fixing bugs like this involves a lot of change. If you fix some bugs, other bugs come up. Even worse bugs. Unless we re-write it. Which we've done. Huzzah! 
Re-writing how skillshots work is a huge change and the last time we put our changes on the PBE you guys were quick to find gameplay-impacting bugs. 
OblivioncrusaderFrick You AustinPO Little MacMicro98s 
(I probably missed some threads. If you made a thread about skillshots 2 weeks ago post it in the comments and I'll add it to the shoutout list x.^) 
This weekend I'm making a post because if there are no gameplay impacting bugs then we're ready to put our changes onto the live servers. 
Please feel free to leave any issues you find in the comments below! 

Summoner's Rift Team Banner Assets

If you remember them from the 2015 URF Showmatch, we have another set of in-game assets for Summoner's Rift banners  in this cycle. Included are a banner for for each of the ten NA LCS teams and ten EU LCS teams. If I had to guess, I'd wager these are likely to be used during LCS matches. No details announced yet.
For reference since these assets are not normally enabled on Summoner's Rift, here is what the banners looked during the URF showmatch:

Skin Updates

Sandstorm Ekko has received a few more texture tweaks in this cycle, including minor design and color changes to his vest,  lighting up his hair, a brighter green on his gauntlet, and more.

Splash Art Updates

The shared splash art for the High Stakes playing card set has been altered, with the throne King of Clubs Mordekaiser has been changed.
Here are up to dates of both versions of the splash art:
Of course, this means the King of Clubs Mordekaiser loading screen slice has also been changed:


Esports Summoner Icon Changes

This cycle also included changes to a few of the esports team summoner icons originally added in patch 5.10, including Enemy (NA) , Kabum (BR ), KLG (LAS) , and ROX (RU)
While not in today's update, we've been told the EU LCS team Elements will also be getting an icon update at some point.


  • A "SRU_Porowl" critter has been added to Summoner's Rift. All shall bow to the Porowl.

  •  Rather than just allies, enemies can now see your Mastery badge emotes!

Balance Changes

* Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

  • Blood Well (Passive) cooldown reduced to 225/200/175/150 at levels 1/6/11/16 from 225s at all levels.

  • Ranger's Focus (Q)  flurry attack (using Q at 5 stacks) can no longer be used on structures.
  • Volley (W) damage reduced to 20/35/50/65/80 from 40/50/60/70/80
  • Headshot (Passive) new effect added - now ignores 50% of the targets bonus armor (Champion only)
  • Ace in the Hole (R) Now gives vision at the start of cast (when you press the button) instead of at the start of channel

  • Base movement speed reduced to 340 from 345
  • Parallel Convergence (W) mana cost increased to 50/55/60/65/70 from 30/40/50/60/70
  • Parallel Convergence (W) tooltip now reads maximum damage vs minions and monsters reduced to 150 from 400

  • Transform: Mercury Cannon / Hammer (R) effects now increase passively at 6/11/16 rather than having to spend points to rank it up.
  • Transform: Mercury Hammer: Next attack in Hammer stance deals an additional 20/60/100/140 (+.4 AP) [at levels 1/6/11/16] magic damage. In this form Jayce gains 5/15/25/35 armor and magic resist [at levels 1/6/11/16].
  • Transform: Mercury Cannon: Next attack in Cannon stance reduces enemy's armor and magic resist by 10/15/20/25% [at levels 1/6/11/16].
  • With the R leveling passively, Jayce now has 3 extra ability points total and can now rank up his abilities a total of SIX times. While some of the ability scalings have been tweaked, largely the rank 6 numbers are higher than rank 5 values on live.
  • To the Skies ( Hammer Q) 
  • damage is now 30/70/110/150/190/230 from 20/65/110/155/200
  • cooldown is now 16/14/12/10/8/6 from 16/14/12/10/8
  • Slow is now 30/35/40/45/50/55 from 30/35/40/45/50
  • Shock Blast (Gun Q) 
  • damage is now 70/120/170/220/270/320 from 60/115/170/225/280
  • Lightning Field (Hammer W)
  • damage now 100/160/220/280/340/400 from 100/170/240/310/380
  • Hyper Charge (Gun W)
  • % bonus damage now 70/78/86/94/102/110 from 70/80/90/100/110
  • cooldown now 13/11.4/9.8/8.2/6.6/4 from 13/11/9/7/5
  • Thundering Blow (Hammer E)
  • Damage now 8/10.4/12.8/15.2/17.6/20% from 8/11/14/17/20%
  • Cooldown now 15/14/13/12/11/10 from 14/13/12/11/10
  • Acceleration Gate (Gun E)
  • Movespeed bonus now 30/35/40/45/50/55% from  30/35/40/45/50%

  • Shunpo (E) damage reduced to 40/70/100/130/160 from 60/85/110/135/160
  • Shunpo (E) AP ratio reduced to .25 from .4

  • Ethereal Chains (E) missile width reduced to 55 from 70

    • Brutal Strikes (W)
    • Passive Changed: Malphite gains 10/15/20/25/30% additional armor from [Basic Attacks gain 30/38/46/54/62% splash damage]
    • Active Changed: Basic attacks deal an additional 25/40/55/70/85 (+15%AP) physical damage to the target and nearby units from [Malphite gains additional armor and attack damage]
    • [CLARITY] Brutal strikes now displays a visual effect that indicates the effective area
    • [CLARITY] Basic attacks made while under the effects of Brutal Strikes will now use Malphite's critical strike animation

    • On the Hunt (R) delay between movement reducing from 60% to 20% reduced to 2/3/4 from 2/4/6 seconds.
    • [Note: Since this one is a little difficult to understand without the full tooltip, Sivir's R currently has an 8 second duration and for X seconds, everyone gets 60% movement speed bonus then the bonus decreases to 20%. While the total duration of her R is still 8 seconds, the time you will have 60% has been reduced.]

    • Base Magic Resist increased to 32.1 from 30
    • Magic Resist Per Level increased to 1.25 from 0
    • Ki Strike (Passive) cooldown lowered to 9/8/7 at levels 1/7/13 from 9 at all levels. 
    • Shadow Dash (E) energy cost reduced to 100/95/90/85/80 from 100 at all ranks.
    • Burnout (W) new effect added: "25% of this damage is applied again when Shyvana basic attacks an enemy with Burnout active."

    Abyssal Scepter
    • [Note: Reinboom has posted up context concerning the rework, including mention that it is being "iceboxed" - they are holding off on the changes until a much later date. The rework is still currently on the PBE but they do not plan to go forward with it for the time being.]
    • Total Cost: 2500 Gold Reverted
    • Recipe: Amp Tome + Ruby Crystal + Negatron Cloak + 815g
    • New Stats & Effects:
    • +40 Ability Power
    • +250 Health
    • +60 Magic Resist
    • Unique Passive: Every 2 seconds emanates a pulse dealing 40 (+2 per champion level) magic damage to nearby enemy champions and reduces their magic resist by 5% for 6 seconds (stacking up to 6 times, up to 30%)

    Luden's Echo (Summoner's Rift Version)
    • AP ratio on unique passive reduced to 10 % from 15%
    • Charges gained from casting a spell reduced to 10 from 20.
    Luden's Echo (TT & Howling Abyss Version)
    • AP ratio on unique passive reduced to 10 % from 15%
    • Charges gained from casting a spell reduced to 10 from 20.

    Mandrake Ward

    Twisted Treeline Specific Changes
    Hextech Sweeper
    • Now a TT exclusive Trinket.
    • UNIQUE Active - Hunter's Sight: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).
    • [Note: Active also detects traps]

    • Controlling 1 Altar now grants "+10% Movement Speed" instead of "+3 gold per kill"
    • Controlling 2 Altars now grants "Restore 1% of you Maximum Health on minion and monster kill instead" of  [+10% Bonus AD and +10% Ability Power]

    • Respawn time increased to 6 minutes from 5 minutes.
    • Health increased to 5500 from 3500
    • Rather than his old buff of +increased damage, on death Vilemaw now gives players a buff that allows them to ignore unit collision and applies "Too Spooky" to nearby minions.\ and "ghosts" them.
    • "This unit is too spooky! It has increased movement speed, attack damage, attack speed, armor, magic resist, and fears enemy minions that get too close"
    • In addition to armor and magic resist, Vilemaw's attacks now debuff targets attack speed.

    • Gold value increased by 3 

    Big Golem
    • Base HP reduced to 1240 from 1440
    • Base damage reduced to 70 from 73
    • Gold increased to 69 from 66
    • Base HP reduced to 480 from 540
    • Base Damage reduced to 33 from 35
    • Gold Increased to 21 from 18
    • Base HP lowered to 1050 from 1200
    • Base damage lowered to 52 from 55
    • Gold increased to 45 from 42
    Lesser Wraith
    • Base HP reduced to 230 from 250
    • Base damage lowered to 18 from 20
    • Gold increased to 15 from 12
    Giant Wolf
    • Base HP reduced to 1120 from 1320
    • Base damage reduced to 40 from 42
    • Gold increased to 51 from 48

    • Base HP reduced to 390 from 420
    • Base damage lowered to 15 from 16
    • Gold increased to 17 from 14

    • A third turret has been added to each lane on Twisted Treeline
    • [ Looks like most turrets received an increase to armor but a reduction to damage. Gold and xp from kill reduced.] 

    Twisted Treeline & Crystal Scar items

    Lord Van Damm's Pillager [Twisted Treeline & Crystal Scar]
    • NO LONGER has unique passive increasing critical strike damage to 250%  from 200%
    • New Unique Passive - Critical Strikes cause enemies to bleed for an additional 150% of bonus Attack Damage as magic damage over 3 seconds and reveal them for the duration.

    Overlord's Bloodmail [Twisted Treeline & Crystal Scar]
    • Total cost now 2500g.
    • Recipe changed to Giant's Belt + Crystalline Bracer + 900g.
    • Health reduced to 800 from 850
    • Now grants +100% base health regen.

    Wicked Hatchet [Twisted Treeline & Crystal Scar]
    • Bleed from unique passive is now magical damage instead of physical damage

    Grez’s LanternHextech Sweeper and Lightbringer
    • Removed.

    Reverted Changes

    The HUD Update was reverted this cycle and will be back next cycle for more testing.

    HUD Update

    As announced on 6/3, a tentative and work in progress update for the in-game HUD was included this cycle..

    Before we jump in, a feedback thread for the new HUD is available here, which mentions the HUD will be on the PBE 6/3 and 6/4 before being removed and returning in the next PBE cycle. Please note: This will NOT be going out in 5.11.
    "Hello Summoners! 
    Now that we've released details on the new HUD coming to League and made it available on the PBE we want to get your feedback and experiences with it!
    The team will be actively in these forums and we'll have a Q&A tomorrow on the boards to answer more questions as well. 
    Also please note that the HUD will be available today and tomorrow morning on SR and Custom game queues only. After that we'll be taking it down briefly to test and verify the latest build for live, but will be turning it on to all Queues on PBE early next week and will stay there until we're ready for it to make the transition to live. 

    Now that the tentative HUD updates are on the PBE, let's take a closer look:

    To start off, here's a preview video of the HUD changes as they are in today's update
    Minimum HUD size and Maximum Hud Size
    Ability rank up elements:
    Ability bar example, showing not enough mana to cast Q and that W is on cooldown.
    With R toggled on, a ring still goes around the ability.
    Clicking the helmet by your portrait will toggle on and off your stats.
    Stats listed are - Column 1: AD, Armor, Attack Speed, Range // Column 2: AP, MR, CDR, Movespeed.

    If you hold "C", it will show an expanded view of stats.
    Expanded stats listed are -  Column 1: Health Regen, Armor Pen, Life Steal, Critical strike,  // Column 2: Resource Regeneration, Magic Pen, Spell Vamp, Tenacity.

    On the scoreboard, you can now rearrange players and hover over their name to see their summoner icon. If you rearrange them this way, it will also change the order above the mini map.
    You can still mute players by hovering over them on scoreboard and clicking the music note.
    When targeting a player, you can now see their CS and KDA in the target window.
    Shop and Options menu.
    When dead displays death timer on portrait and to the side.
    After killing Ashe, her death timer shows up on the right hand side. Can also see Cho'Gath's R is ready via the green dot.
    Via options, you can still move the mini map to the left. If you do so, the ally health bars will also switch.
    We also have a new channel bar for recall and channeled spells (such as Fiddlestick's W)!
    *Remember that this HUD update is tentative and a work in progress.*

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