6.13 PBE Cycle

This mega post was last Updated on 6/22 with the 6/22 PBE Update
( With the release of patch 6.12 to live on June 15th, we started the new 6.13 PBE cycle. )

Previous PBE Cycles in 2016
[6.1] [6.2] [6.3] [6.4] [6.5] [6.6] [6.7] [6.8] [6.9] [6.10] [6.11] [6.12]

Below you will find a comprehensive list of new content, balance changes, and whatever else  is included in the current PBE cycle! Be aware that these changes are extremely tentative, there is a possibility that things you see below will be changed or even reverted prior to the live patch.

( Note: As the cycle continues, some images may be outdated!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

(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 Champion Skins

Two new skins this cycle - Soulstealer Vayne and Deep Sea Nami!

Soulstealer Vayne

[This will be a crafting exclusive skin, just like Hextech Annie! More context here.]
[Q while R is active]
Here's Galetta with a bugs & feedback thread for Soulstealer Vayne:

"One more for the collection.... 
Soulstealer Vayne includes: 
  • All-new model and textures!
  • All-new particles!
  • New recall animation!
  • All-new SFX on spells and recall! 
    This skin will be loot-exclusive, but 1 IP during PBE to easily test her out! Like Hextech Annie, she can be crafted from 10 gemstones or can drop as a rare shard. 
    We plan on adding new exclusive content to Hextech crafting several times a year — and just like this Vayne skin, it won't always be Hextech-themed. As we add more loot-exclusive content, we'll also be exploring opportunities for players to purchase limited amounts of gemstones! 
    For this loot exclusive skin we will be adding a 1 IP gemstone to the PBE store to ensure players are able to acquire the skin for testing purposes! 
    Your feedback and bug reports are extremely helpful to us, so please check out Soulstealer Vayne and let us know what you think! Feel free to drop any bugs you find in this thread as well. 
    See you on the Rift!"

    Deep Sea Nami

    [1350 RP]
    [Auto attack]
    [W on ally]
    [W on enemy]
    [W bounce back]

    Here's the bugs and feedback thread for Deep Sea Nami from KateyKhaos:
    "Deep Sea Nami is swimming her way from the deep, up onto the Rift (she’s not flopping around)! 
    Deep Sea Nami is set to be 1350 RP* and includes - 
    • All new models and texture – Nami is now a dark and mysterious creature from deep under the sea! Angler fish have found their way into her /taunt, as well as a giant deep sea fish in her (R) Tidal Wave!
    • New recall animation, as well as new jiggle animations for the lure on her head!
    • All new particles including a jellyfish on her (W) Ebb and Flow!
    • New sound effects on all spells and recall, and she’s complete with new VO processing (blub blub)! 
      Deep Sea Nami is now available to play on the PBE! As players who experience a firsthand look at this content, we appreciate constructive feedback - feel free to leave it in the comments below! If you have any questions, you can also drop them below and I'll do my best to answer them! ^-^ 
      *Prices subject to change."

      Nexus Siege live for PBE testing!

      [NOTE: As far as we know, Nexus Siege will NOT be going to live in 6.13!]
      After the name and assets hit the PBE earlier in the cycle, the new NEXUS SIEGE game mode is now up for testing on the PBE!

      To put it quickly, NEXUS SIEGE is a 5v5 game mode on Summoner's Rift where teams take turns playing OFFENSE and DEFENSE to see who can siege the enemy nexus the fastest with the help from special abilities that replaces summoner spells! Players on offense aim to push their way down the lanes and siege the defender's player base, gadgets such as teleporters, turret upgrades, the Obliterator , and more are used by both teams to spice things up! At the end of the game and two rounds (each team playing offense and defense once), the team with the shorted siege time as offense wins!
      For an introduction to the new game mode, here's L4T3NCY with an overview and known issues!
      "Heya everyone, it's been a lo~ong time since we've dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we've ever attempted making. 
      You came here to get details. ^_^ Let's go. 
      Nexus Siege 

      Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy's Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy's Nexus in the fastest time wins! 
      Players: 5v5
      Map: Modified Summoner's Rift
      Mode type: Blind Draft pick type with Attack + Defend rounds. 
      General mechanics: 
      Round based: 
      Each team will take turns at sieging the enemy team's base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win! 
      Siege Warp trinket and teleporting: 
      Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster! 
      Crystal Shards: 
      This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by: 
      Attack side: 
      -- Kill enemy champions
      -- Passively earned over time 
      Defense side: 
      --Kill enemy champions
      --When the 1st tower in each lane is destroyed
      --For each minion escorted and pushed into the enemy fountain
      --Passively earned over time 
      Normalised EXP & Gold: 
      Gold & EXP are normalised for Nexus Siege across both teams. This means don't worry about last-hitting, just push those minions as fast as you can! 
      Obliterator (Defense team only): 
      The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team's fountains. If they can push 15 total minions up there, they trigger the Obliterator laser. 
      The Obliterator will kill all enemies in all lanes. All of them. Dead.
      Very dead. 
      No seriously, get out of the lane if you're not on the Defense team. :3
      This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

      Siege Weapons: 
      Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. :) 
      Siege Ballista
      A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.
      Vanguard Banner
      Gives nearby allied minion significant combat stats for extra pushing power.
      Shield Totem
      Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.
      Port Pad
      Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.
      Tower Surge: Beam of Ruination
      Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. 'Ruinate' your enemies. Do it. :)
      Tower Surge: Firestorm Bulwark
      An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.
      Entropy Field
      Freezes all enemy minions and slows all enemy champs within it's zone. Can completely change the balance of a team fight.
      Flash Zone
      Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.
      We won't be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there's A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3 
      Let the siege begin. :)
      -- L4T3NCY 
      EDIT: Nexus Siege is now live for testing on PBE. 
      Known Bugs:
      -- Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
      -- Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
      -- Titan bar icon for Crystal Generator will be removed. Ignore this feature.
      -- Shopkeepers are missing after the round swap. We're still figuring out where they went (short vacation?)
      -- Siege Weapons in shop that you can't afford aren't correctly grey out, indicating that you can't currently afford them.
      -- General performance. Low spec machines might struggle somewhat as we continue to optimise the mode's visuals.
      -- End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
      -- Spectator. Various spectator bugs."
      He also clarified how to win exactly in another post:
      "Whichever team kills the nexus in the shortest amount of time wins. If in the first round a team takes 15 minutes to kill the Nexus (e.g. 5 minutes remaining on the clock) we change the timer in the second round to start at 15 minutes. If the second team kills the nexus at all (e.g. any time remaining on the clock), it means they beat the first team's time and they win. If the second team fails to do so, it means that any time they would have taken to kill the nexus was longer than the first team's, so the first team automatically wins at that point. We are definitely doing a bad job of messaging this in game (as in, not at all). 
      We'll probably try to add a bit more announcement and ceremony to help folks understand why you win or lose before we go live. Thanks for the feedback!"
      To supplement the post above, here's a few more screenshots and such that we've taken, including map, items, deployables, and more!



      The map is walled off to about half of the normal size, teams are unable to enter the river area as all entrances are blocked with walls!






      Crystal Shards

      Offense: Earn shards by killing enemy champions and passively over time.

      Defense: Earn shards by killing enemy champions, when your tower is destroyed, escorting your minions to the enemy  fountain, and passively over time.

      Trinket #1
      Offense: While on the summoning platform, you have a Siege Warp trinket to port to any friendly port pads (several on map around turrets + deployable pads)

      Defense: While on the summoning platform, you have a Siege Warp trinket to port to any friendly port pads (several on map around turrets + deployable pads). Defense team has extra pads.

      Trinket #2
      Offense: After leaving the platform your trinket switches to the Seer Stone.
      Defense: After leaving the platform your trinket switches to the Siege Sight Warder

      Offensive Siege Weapons:

      Defensive Siege Weapons:

      Here's a brief video of the new Siege Announcer voiceover lines that were added:


      • Riot Wingfield has confirmed on reddit that the Hextech Ward skin will be releasing beside Soulstealer Vayne and will also be purchasable with gem stones (currently priced at 5 on PBE). Here's a video preview in case you missed it earlier this year: 

      • A weird "Ward Celebration" string was added, not sure what this is for... 
      "The Distinguished Order of Ward Longevity and Health  
      Perhaps this ward has been protected. Perhaps it has merely sat in a disused lane. 
      Whatever the case, it has persisted for eons in ward years and joins an ancient regal order of Wards that have lasted a really really really long time. 
      Source: Time"
      • Two esports icons added for TCL Team TurqualityOyunFor.CREW

      • [This was fixed in the 6/21 Update] [BUG] Hyena Warwick is was broken this cycle, a different texture was erroneously added and has overwritten his intended texture. What is interesting is that, while a rough or WIP asset, the added texture is a notably a different  design & color than Hyena Warwick.

      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.

      • Champion Kill XP Adjustments
        • "Champions are now worth less XP at levels 1 to 9 relative to live - this is more pronounced at early levels - 1 / 2 / 3."
      • XP Rubberbanding Adjustments
        • "Currently, our experience rubberbanding kicks in incredibly hard at certain breakpoints. For example, for minions - you gain no rubberband EXP until you are 4 levels below the average of the enemy team."
        • "We're making two major changes to our rubberband system:
          • XP difference is now calculated continuously - rather than by integers - The EXP system now considers that you can be 2.5 levels behind rather than 2, for example.
          • In general, rubberband bonuses will kick in earlier than they have previously - with reduced early coefficients. "
      • XP "Soak" Rules
        • "After dying, Champions are still considered eligible to 'soak' experience from enemy champion kills even if they did not score an assist on that target for a period of time - roughly 10 seconds for now."
        • "They still aren't eligible for minion EXP while dead."
        • "Note that this doesn't affect most tower dives - as you gained experience from a tower assisted kill even post death previously. "
      • Killing wards now grants experience
        • Wards give 30 XP when slain.
        • Blue Trinket wards give 15 xp when slain.

      Dragons and Rift Herald
      • "Dragon and Rift Herald will wait until they've been out of combat for 30s before leveling up." - source.

      • Static Field (R) cooldown changed to 60/40/20 from 30 at all ranks.

      • Rage Gene (Passive) Mini-Gnar's attack range increased to 400-500 (based on level) from 400-485.
      • Hyper (Mini-Gnar W) base damage increased to 15/25/35/45/55 from 10/20/30/40/50

      • Transcendent Blade  (R) cooldown up to 110/85/60 from 70/60/50

      Jarvan IV
      • Golden Aegis (W):
        • Base shield lowered to 50/80/110/140/170 from 50/90/130/170/210
        • Shield damage for each nearby champion increased to 20/40/60/80/100 from 20/30/40/50/60

      [Context post available here.]
      • Base armor lowered to 20 from 27
      • Armor growth increased to 3.5 from 3.25
      • Wolf's Frenzy (W) 
        • no longer heals.
        • [new effect] Wolf's attacks vs monster to now slow target's attack and movement speed by 50% for 2 seconds.

      [All changes reverted, SmashGizmo noted they should return in 6.14: "Gonna pull Leona for this patch, should have her in for next, just need some time for tuning and/or particles."]

      • Movement speed increased to 330 from 325
      • Base mana increased to 350 from 292.4
      • Glitterlance (Q) 
        • Slow duration increased to 2 seconds at all ranks from 1/1.25/1.5/1.75/2 
        • Damage taken by targets subsequent to the first by each bolt is reduced to 70%
          • [Enemies other than the first one hit only take 70% of damage.]
      • Whimsy (W) 
        • [new effect] Now also grants 15/20/25/30/35% attack speed for 3/3.25/3.5/3.75/4 seconds.

      [All changed reverted. ricklessabandon mentioned Sona changes aren't going to live in 6.13, aiming for 6.14  Leaving list below for reference. ]

      • Ravenous Flock (R) cooldown increased to 20 seconds from 10 seconds.

      Tahm Kench
      • An Acquired Taste (Passive) [new effect] attacks and spells deals  [X% of TK's total health] bonus magic damage, stacking up to 3 times vs champions.
        • X = 1%, 1.25% at level 11, and 1.5% at level 16]
        • [NOTE: So if you have 3 stacks, each attack will do 3% of TK's total health]
      • Tongue Lash (Q) damage increased to 80/130/180/230/280 from 80/125/170/215/260
      • Thick Skin (E)
        • Cooldown lowered to 6 seconds from 16/15/14/13/12
        • Passive is now 70/75/80/85/90% of damage taken while ability is not cooling down from 100%
        • Shield duration lowered to 3 seconds from 6 seconds
        • Shield no longer falls off over duration.
        • Grey Health conversation now 25/30/35/40/45% from 20/26/32/38/44%
      • Abyssal Voyage (R)
        • No longer increases attack and ability damage by 2/4/6% of Tahm's bonus health, a similar effect has been added to his character passive (1/1.25/1.5% of total health, stacking 3 times).
        • range increased to 4500/5500/6500 from 4000/5000/6000
        • Channel duration reduced to 6 from 15
        • Delay on R reduced by .5 seconds.
        • Time opponents have to see R coming reduced by .5 seconds.

      • Damnation (Passive) epic monsters now give Thresh two souls instead of one.
      • Dark Passage (W) now increases up with total number of souls rather than 50% AP.
        • [NOTE: So 10 souls = 10 more shield health.]

      • Base HP regen  lowered to 1.2 from 1.8856
      • HP regen growth lowered to 0.15 from 0.17

      • Crimson Pact (Passive) - value changes:
        • Every 40  of bonus health points  now gives Vladimir 1 AP, from 25 points for 1 AP.
        • Every 1 point of ability power now gives 1.4 bonus health increased from 1 bonus health.
      • Transfusion (Q) 
        • Base damage to 75/90/105/120/135 from 80/100/120/140/160
        • AP ratio increased to 55% from 45%

      • Frenzy (W) 
        • Attack speed per stack lowered to 4/8/12/16/20 from 8/11/14/17/20
        • Base damage lowered to 60/110/160/210/260 from 80/125/170/215/260

      • Rampant Growth (W) recharge time changed to 20/18/16/14/12 from 17/16/15/14/13

      Boots of Mobility
      • Attacking a ward no longer knocks off movement speed effect. 

      Nomad's Medallion
      • HP regen lowered to 25% from 50%
      • Mana regen increased to 75% from 25%
      • Now has 10% cooldown reduction
      Talisman of Ascension
      • Cost & Recipe Change:
        • Recipe now [Raptor's Cloak + Nomad's Medallion + 450 gold]
        • Total cost increased to 2500 gold from 2300 gold.
      • Now has 45 armor
      • HP regen increased to 150% from 100%
      • Mana regen lowered to 75% from 100%
      • Additional [new passive] - "Point Runner: Builds up to 20% Movement speed over 2 seconds while near turrets, fallen turrets and void gates."
      Forbidden Idol
      • Total cost increased to 850 from 550
      • [new unique passive] +10% Heal and Shield Power
      Mikael's Crucible
      • Cost changes
        • Total Cost increased to 2400 from 2300
        • Combine cost lowered to 650 from 850
      • [new passive] +15% Heal and Shield Power

      Ardent Censer
      • Cost Changes
        • Total cost increased to 2400 from 2200
        • Combine cost lowered to 700 from 800
      • [new effect] +15% Heal and Shield Power
      • Ability power increased to 60 from 40
      • Mana regen lowered to 50% from 100%
      Ruby Sightstone
      • Cost Changes
        • Total cost lowered to 1600 from 1800
        • Combine cost lowered to 400 from 600
        • Active item cooldown reduction increased to 20% from 10%

      Spellthief's Edge
      • "Killing non-lane minions no longer deactivates Spellthief's Edge's passive. (For example: Voidlings or Zyra Plants.)"

      Relic Shield line of items
      • Execute on melee attack now scales with level for each of the four items.
        • Relic Shield -  now 195 (+5 per level)  from 200
        • Targon's Brace -  now 200 ( +5 per level) from 240
        • Face of the Mountain - now 320 (+20 per level) from 400
        • Eye of the Equinox - now 320 ( +20 per level) from 400.

      Summoner Spells

      [Context thread]
      • Channel time increased to 4.5 from 3.5
      • "Teleport destination point is no longer random on target, Instead - you now appear on the side of the object closest to your nexus."
      • Teleport VFX now shown if you have vision within 500 units of target point.
      • Teleport now does a soundless "on the way" ping to your allies.


      The following content has been testing on the PBE but will not be going to live in the patch.

      [LCU] June 14th PBE LCU Alpha Update - Match History

      Here's CapnBranFlakes with info on the June 14th PBE LCU Alpha update!
      "Hi League client update PBE testers! 
      We've just pushed an updated build to the PBE alpha client, and match history is now available for bug catching.
      Thanks in advance for reporting any bugs you find!"
      Here's a few screenshots of how the LCU Match History pages look now that they are up for testing:

      6/6 LCU PBE Alpha Update -  Collections

      The PBE League Client Update Alpha has been updated to include the  collections tabs - which shows the champions you own, runes, masteries, and summoner spells.

      Here's CapnBranFlakes with a post on today's PBE LCU Alpha update:
      "===UPDATE: 6 JUNE 2016=== 
      Hi League client update PBE testers! 
      We've just pushed an update build to the PBE alpha client, and many of the areas discussed in this recent blog are now available for bug catching. Areas like champion details, match history, advanced match details, and some others will open up in a future PBE update, and for now you can check out your champion collection, runes, masteries in collection, spells, and more. 
      Thanks for jumping in, testing it out ,and reporting any bugs you find -- we'll see you on the frontline! GLHF."

      and here's a few screenshots of the new collection pages:
      Here's a few brief video previews of the new collection tabs: 

      [LCU] May 18th Update - Profile.

      As the League Client Update continues to test on the PBE, the update profile page now working on the PBE LCU! Here's CapnBranFlakes with more information:
      "===UPDATE: 18 MAY 2016===
      Hi League client update PBE testers! 
      We shared some information yesterday about a preview of the Profile page -- it's now accessible on the PBE alpha client, and still just as barebones as mentioned in that link. Reminder! We'll roll out more fleshed-out Profile pages in the coming weeks, so until then, please continue to keep your testing focused on Summoner's Rift and ARAM. 
      Thanks again for joining us on the frontline!"
      Here's a few pictures of the updated profile page, which is still very much a WIP!
      While the back ground will change based on recently frequently played champions, using an ultimate skin icon will switch your background to an animated version of that skin - Examples: Spirit Guard UdyrDJ SonaPulsefire Ezreal.

      The PBE LCU is open to all PBE testers, see [this thread] for more information on how to get started with testing as well as known issues and updates! Sign ups for the LIVE (not PBE) LCU Alpha can be found here.

      Patch History for this cycle:

      6/14 PBE Update
      • New Champion Skins
      • Nexus Siege - Strings and Assets
      • [LCU] June 14th PBE LCU Alpha Update - Match History
      • Miscellaneous
      • Balance Changes

      • Nexus Siege
      • Balance Changes

      • Skin Updates
      • Miscellaneous
      • Balance Changes

      • Soulstealer Vayne Loadscreen
      • Miscellaneous 
      • Balance Changes

      • Soulstealer Vayne Splash Art
      • Miscellaneous
      • Balance Changes
      • Balance Changes
      • Nexus Siege live for PBE testing

      • Nexus Siege - Continued Testing
      • Balance Changes
      • [6/23] Nexus Siege Icon Changes

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