6.14 PBE Cycle

This mega post was last Updated on 7/8 with the 7/8 PBE Update
( With the release of patch 6.13 to live on June 29th, we started the new 6.14 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] [6.13]

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( Note: As the cycle continues, some images may be outdated!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

We've diving into the 6.14 PBE cycle with three new Pool Party skins - FioraMiss Fortune, and Taric!

Pool Party Fiora

Here's Nurse Flan with a Bugs & Feedback thread for Pool Party Fiora:
"Pool Party Fiora is ready for some fun in the sun - with her pool noodle sword! 
Fun Development Fact: We named the crab in her recall, "Kelly the Krab" after the artist that suggested a fencing crab! 
  • Completely new model! (It's a pool party!)
  • New VFX for all abilities! (So splashy!)
  • New audio for abilties! (Water splashes and popping balloons! And more!)
  • New recall! (Kelly the Krab!)
  • She has special tech on her pool noodle sword that makes it wobble!
  • Set to be 1350 RP* (pricing always subject to change)  
As players who get the first look at this in-progress skin, it would be wonderful to hear your thoughts and feelings on the new Pool Party Fiora! The feedback and bugs you leave here will help us get a better idea of things we may still have to take a look at. :] 
See you on the Rift!"

Pool Party Miss Fortune

Here's Riot Aotus with a Bugs & Feedback Thread for Pool Party Miss Fortune:

"It's raining coconuts.... 
Pool Party Miss Fortune includes: 
  • All new model and textures!
  • All new particles!
  • New Recall Animation!
  • All new SFX on spells and recall! 
This skin will be 1350RP! (PBE pricing subject to change) 
Your feedback and bug reports are extremely helpful to us, so please check out Pool Party Miss Fortune 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!"

Pool Party Taric

1350 RP

Here's Riot KateyKhaos with a Bugs & Feedback thread for Pool Party Taric:
"Everybody in the pool! 
Pool Party Taric is ready to keep an eye out to make sure everyone's safe on the Rift!  
  • New model and texture: Lifeguard outfit, complete with a jacket that can be taken off!
  • New VFX: All sorts of splashy water effects, and a sweet sun with deal with it shades in his ult!
  • New audio: Of course, to accompany the water effects, splashy sound effects!
  • New recall animation: Taric takes of his jacket and hops into the pool! 
Pool Party Taric will be 1350 RP. * 
Pool Party Taric 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."

Ryze Champion Update

Ryze's champion update is now on the PBE for testing, including gameplay changes, new visuals & animations, updated skins, a new voiceover, and more!

Feedback and Discussion thread

Before we jump into the details, here's Riot Repertoir with a feedback and discussion thread on Ryze's gameplay changes:
"Hi everyone, 
Ryze has a pretty thorough Visual, Gameplay, and Lore update headed to the PBE, so I'm here to get the discussion started on him. Since I mostly prefer to let players tell me how a newly update champion plays, rather than trying to tell them myself, I'm going to be pretty brief here on what the spells do, how they work, and why they exist. 
  • Arcane Mastery (P)
    • Description: Ryze's spells deal extra damage based on his Bonus Mana, and his maximum Mana is increased by his AP
    • Details: This passive is mostly just functional and is intended to be incredibly simple and low complexity. Some of Ryze's other spells have a lot going on in them, so we wanted to keep this on the simple side. 
  • Overload (Q)
    • Description: Passively, Rune Prison and Spell Flux reset Overload and charge a Rune. On cast, consume any Rune stacks to fire a line nuke that does magic damage; if two Runes were charged, then also gain a shield and Movement Speed.
    • Details: The basic principle here is that you can chain cast with Q between every other spell for maximum DPS, or hold your Qs for the occasional defensive/reposition option. 
  • Rune Prison (W)
    • Description: Targeted, no travel-time damage and root.
    • Details: Pretty much the same spell we all know and love (or hate). 
  • Spell Flux (E)
    • Description: Deal light magic damage to a target and debuff them with Flux, causing Ryze's spells against the target to consume Flux for additional effect:
      • Overload deals extra damage and bounces to nearby enemies with Flux.
      • Rune Prison lasts twice as long.
      • Spell Flux bounces to nearby enemies
      • Spell Flux also bounces to nearby enemies whenever an enemy with Flux is killed by one of Ryze's spells.
    • Details: This spell is on a really short cooldown, and using it effectively, especially when combined with Q and its effects, is likely one of the biggest challenges to master in combat as Ryze. 
  • Realm Warp (R)
    • Description: Ryze opens a portal to a target location. After 2 seconds, all allies near the portal are teleported to that location.
    • Details: This spell ranks up in range significantly with rank, and it has only 2 ranks. It's definitely a little different that it only has 2 ranks, but we wanted it to be more gated in the early game and less so in the mid and late game, and we didn't want allies to have to remember several different ranges of the spell in order to participate in using the spell effectively, so the 3rd rank was just cut out, and its range was put onto rank 2.
As far as playing Ryze goes, we expect that he won't be incredibly easy to pick up, but that he'll have some things you can gravitate toward on your first few games to propel you into higher mastery on the champion. Though you'll be able to practice all of this at once as you go, I expect learning the champion to look roughly like this:  
  • First time Ryze: masters weaving Qs between other spells
  • Beginner Ryze: masters using E combos effectively
  • Intermediate Ryze: masters using Q passive to effectively choose between maximum DPS and shielding/movespeed
  • Expert Ryze: Can differentiate when to use R to engage, escape, and pursue opponents.  
Feel free to drop your thoughts below with your PBE experiences, or simply what you think of the new Ryze. 

Ryze, The Rune Mage

Stats & Abilities:

As the Ryze champion update includes significant changes to Ryze's gameplay, here's a run down of his new abilities, scaling, ratios, and stats/growth.

  • Base Health: 558.48
  • Health Growth: 86
  • Base Health Regen: 1.4
  • Health Regen Growth: 0.11
  • Base Mana: 400
  • Mana Growth: 50
  • Base Mana Regen: 1.2
  • Mana Regen Growth: 0.16
  • Movespeed: 340
  • Attack Range:  550
  • Base Attack: 55.04
  • Attack Growth: 3
  • Base Armor:  21.552
  • Armor Growth: 3
  • MR: 30

As mentioned above, Ryze can level his Q 6 times and his R 2 times.

Arcane Mastery (Passive)
Ryze's spells deal extra damage based on his Bonus Mana, and his maximum Mana is increased by 5% per 100 Ability Power. 
Current Increase: X%

Overload (Q)
40 Mana
6 sec Cooldown 
Passive: Rune Prison and Spell Flux reset Overload's Cooldown and charge a Rune for 4 seconds, up to 2 Runes
Active: Unleash a runic blast, dealing 60/85/110/135/160/185 (+45% AP) (+3% bonus mana) magic damage to the firsr enemy struck. Any active Runes are discharged. 
If 2 Runes are discharged, they Overload, shielding Ryze from [60-200] (+60% AP) (+3% bonus mana) damage and increasing his Movement Speed by 25/30/35/40/45/50% for 2 seconds.
  •  Shield base value - [60/70/80/90/100/110/120/130/140/150/160/170/175/180/185/190/195/200]

Rune Prison (W)
50/60/70/80/90 Mana
13/12/11/10/9 sec Cooldown 
Instantly root and enemy for 1 second and deal 80/100/120/140/160 (+20% AP) (+1% bonus mana) magic damage.
[Flux enhanced]

Spell Flux (E)
40/55/70/85/100 Mana
2.25 sec Cooldown 
Apply Flux to an enemy, dealing 50/75/100/125/150 (+30% AP) (+2% bonus mana) magic damage. Spells consume Flux for bonus effects: 
Overload: Deals 40/55/70/85/100% more damage and spreads to nearby enemies with Flux.
Rune Prison: Root duration is doubled to 2 seconds.
Spell Flux: Spreads Spell Flux to nearby enemies.  
Spells that kill enemies affected by Flux spread Spell Flux to nearby enemies. 
[Flux debuff timer.]

Realm Warp (R)
100 Mana
120 sec Cooldown 
Ryze opens a portal to a location up to 1500/3000 range away. After 2 seconds, all allies near the portal are teleported to that location.  
If Ryze becomes unable to cast or move, Realm Warp is cancelled. 


Ryze's champion update also includes a new voiceover, clocking in at over 12 minutes!

Here's a video looking at Ryze's special champion interactions:

Ryze's new champion select quote was added:

"A step ahead of cataclysm."

Several non-English Ryze voiceovers were also added this cycle:


Ryze's short form lore entry has been added in this cycle, expect a longer story and introduction in the near future.
'Take care with this world. What is made can be unmade.'' 
Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with a boundless constitution and a vast array of mystic knowledge, he spends his life searching for World Runes - fragments of the raw magic that once shaped the world from nothingness. He must retrieve these glyphs before they fall into the wrong hands, for though they were once used to create Runeterra, they also have the potential to destroy it.


To go along with his champion update, a new Ryze login theme is now on the PBE!

Ability Previews

Now that you've seen his kit, here's a base ability preview:

Updated Skins:

With Ryze's update also comes updated versions of all 8 of his skins!

Young Ryze (formerly Human Ryze)


Tribal Ryze

520 RP (Legacy)

Uncle Ryze

520 RP
  [Old Splash / Loading Screen Slice / Comparison]

Triumphant Ryze


Professor Ryze

 975 RP (Legacy)

Zombie Ryze

975 RP (Legacy)
Zombie Ryze now includes recolored spell vfx!

Dark Crystal Ryze

975 RP
 [Old Splash / Loading Screen Slice / Comparison]
Dark Crystal Ryze now includes recolored spell vfx!

Pirate Ryze

975 RP (Legacy)
 [Unique Joke where he drinks from his jug.]
[Has a unique Q animation, looks like a cannonball]

Ryze Whitebeard

750 RP

New Summoner Icon

A new summoner icon has been added in today's update.
KateyKhaos mentioned on twitter this "Soy LoLero" summoner  icon will be for LAS players only on release with other servers being able to obtain it at a later date. src [1][2]

We also have a set of six new Pool Party Themed summoner icons added this cycle!

New Ward Skin

A new pool party themed HIS ROYAL CRABNESS ward skin is now on the PBE!

His Royal Crabness Ward
Pool Party 2016

"Something In Brush" 

A few mysterious files labelled "Something in Brush" have been added.  While not a confirmation, this seems reminiscent of the Tahm Kench and Kindred  in-game teasers we saw prior to their release.

Walking near the inner turret brush on either side has a chance to play vfx of grass stirring and play a peculiar animal-like sound.

This effect seems to only trigger once per game and only in one of the four potential brush per game. Minions can also trigger it and it can be heard and seen through the fog of war.

Here are six different sounds that can play:

[SPECULATION: This is very reminiscent of things like the Tahm KenchBard, and Kindred teasers! Assuming this is a teaser for a new champion, similarly styled teasers in the past have been at least a full patch apart from when the champion is released - which would put this at a ~6.16 release, which fits in with Meddler comments we'd have a new champion by 6.18. This is all a guess though, stay tuned for more information!]

Cooldown Pings on PBE

"Hello friends! Today, we've put a new feature onto PBE for testing. As the title hopefully implies, you'll soon be able to ping various icons in your HUD to automatically message your team with the remaining cooldown duration. However, pictures are worth so much more than words so here we go!
Here John can ping when his ultimate is up so Alex knows when to go in!
Kory is able to tell his team when red buff is about to spawn and also ping dragon's timer to give his team some time to get ready. 
For now, we're working to implement this feature for:
  • Ultimate cooldowns (ALT+Click)
  • Major items (ALT+Click)
  • Infinity Edge
  • Trinity Force
  • Items with cooldowns!
  • Blade of the Ruined King
  • Locket of the Iron Solari
  • Health bars and Mana Bars
  • Jungle timers (Click. Just Click.)
    Feel free to ask any early questions you have or any thoughts about this cool new feature! 
    PS: Pings are controlled by ALT. The scoreboard is controlled by Tab. Please don't ALT+Tab! We special-cased the Jungle timer ping to not require ALT for this reason! ALT+Tab will not help you in team fights!"
    Full list of items it pings
    "I think this is the full list: 
    Abyssal Scepter, Archangel's Staff, Frozen Mallet, Twin Shadows, Iceborn Gauntlet, Guardian Angel, Rod of Ages, Infinity Edge, Seraph's Embrace, Phantom Dancer, Seraph's Embrace, Zeke's Harbinger, Sterak's Gage, Banner of Command, Sunfire Cape, Talisman of Ascension, The Black Cleaver, The Bloodthirster), Ravenous Hydra, Trinity Force, Warmog's Armor, Rabadon's Deathcap, Lich Bane, Banshee's Veil, Frozen Heart, Rylai's Crystal Scepter, Guinsoo's Rageblade, Youmuu's Ghostblade, Randuin's Omen, Hextech Gunblade, Duskblade of Draktharr, Zhonya's Hourglass, Athene's Unholy Grail, Locket of the Iron Solari, Mikael's Crucible, Essence Reaver, Dead Man's Plate, Titanic Hydra"

    Continued NEXUS SIEGE Testing

    [NOTE: No official confirmation is this is going live in 6.14 yet! Lots of work done on it over cycle though!]

    After making it's debut during the 6.13 pbe cycle, the new NEXUS SIEGE game mode remains up for PBE testing!

    Here's Stephiroth with the latest changes:
    "Hey guys! 
    We're back with tons of new updates :D 
    • Total game time should be aggregating now! Before you were only getting rewarded with IP/XP for the duration of the second round :(
    • More new sounds! Obliterator should sound 50000000x more Obliteratory.
    • Icons! So many icons! There should no longer be placeholder icons. :D
    • Fixed some minor bugs with the deployables!
    • Probably more too :3 <3 
    If you find any bugs, let us know! :)"
    Here's a brief preview of the OBLITERATOR sounds!

    Click here for more NEXUS SIEGE previews from last PBE cycle!


    • Likely inspired by Pool Party Fiora drawing a crabProject Fiora's joke emote has been updated to draw an appropriately project-y Teemo face instead of a regular Teemo face.
    • Pool Party Minions are back on the PBE! These debuted during the Pool Party Event last in 2015.

    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.

    • Arise (W)
      • Soldier Vision Radius reduced to match attack range - src.
        • [Should be about 350 down from 575]
      • Soldier damage increase per level curve adjusted - "soldier damage curve has been adjusted to start softer and catch up to live values by 18 (i.e., 50-170 > 50-170 but the curve is worse)" - src.
        • [PBE: 50/52/54/56/58/60/63/66/69/72/75/85/95/110/125/140/155/170]
        • [LIVE: 50/55/60/65/70/75/80/85/90/95/100/110/120/130/140/150/160/170]
    • Duelist's Dance (Passivve) health changed to 30-115 from 25-110. 
    • Lunge (Q) bonus AD ratio increased to .95/1/1.05/1.1/1.15 from .55/.70./.85/1/1.15

    Lee Sin
    • Safeguard (W) base shield value increased to 40/100/160/220/280 from 40/80/120/160/200

    • Sunlight (Passive) damage lowered to [20 + 5 per level] from [20 + 15 per 2 levels]
    • Shield of Daybreak (Q):
      • Cooldown lowered to 9/8/7/6/5 from 11/10/9/8/7
      • Damage lowered to 30/55/80/105/150 from 40/70/100/130/160
    • Eclipse (W):
      • Damage now 60/100/140/180/220 from 60/110/160/210/260
    • Zenith Blade (E) root duration increased to .5 from .25
    • Solar Flare (R) 
      • Damage lowered to 100/175/250 from 150/250/350
      • New Effect: Leona's sword remains charged with Incandescence, causing her next 3/4/5 basic attacks to gain 100 range and deal 30/40/50 (+ 15% AP) bonus magic damage on hit. 
        • Incandescence also now applies Leona's passive, it did not in earlier iterations.
    • Leona's sword glows when she is buffed by Incandescence - stacks fall off all at once and last for ~5 seconds.

    • Illumination (Passive) damage per level increased +10 from +8.
    • Light Binding (Q) damage lowered to 50/100/150/200/250 from 60/110/160/210/260

    • Movement speed reduced to 335 from 340. 
    • Attack range reduced to 500 from 550. 

    • Iron Ambassador (passive):
      • Shield amount based on max health now increases with level - now [15% at level 1, increased to 17.5% at level 7, increases to 20% at lvl 13] from 15% at all levels.
      • Cooldown lowered to 16/13/10 from 18/14/10
    • Steadfast Presence (W) movement speed increased to 32/34/36/38/40 from  27/29/31/33/35

    • Tremor Sense (part of W): 
      •  "cooldown for updates per target is up to 1.5 from .75 seconds" - src
      • "an adjustment so that you'll need to travel a short distance for tremor distance to pick up your movement as well (more than 85 units from memory). Main effect of that will be that you don't get punished for adjusting facing as much." - src.

    [Changlist from ricklessabandon available here.]
    • General :
      • Aura range increased to 400 from 350
      • Aura duration is no longer extended by up to 2 seconds when 'tagging' allies.
    • Power Chord (Passive) 
      • Damage increased to 15-235 from 13-192
      • Power Chord: Diminuendo (Passive - W) 
        • Target now deals 25% less damage for 3 seconds, up from 20%
        • AP scaling increased to .04 from .02
        • Now shrinks targets for duration of debuff.
    • Hymn of Valor (Q) damage (active) lowered to 40/70/100/130/160 from 40/80/120/160/200
    • Aria of Perserverance (W):
      • Base Heal increased to 40/65/90/115/140 from 30/50/70/90/110
      • Heal AP ratio increased to .25 from .2
      • Shield value increased to 30/55/80/105/130 from 35/55/75/95/115
      • Shield AP ratio increased to .3 from .2
      • Heal no longer increases based on target's missing health.
    • Song of Celerity (E):
      • Active changed: Now ["Grants Sona 16/17/18/19/20% (+8% per 100 AP) out of combat movement speed for 7 seconds] from [13/14/15/16/17%  (7.5% per 100 AP) decaying self movement speed.]
      • Melody (aura) duration increased to 3 from 1.5
      • Melody (aura) AP ratio increased to 6% per 100 AP from 4% per 100 AP
    • Crescendo (R) now reduces base cooldown of Q/W/E by 20/30/40% rather than potency increases on Q/W/E

    • Seismic Shove (W)
    • Unraveled Earth (E) [added to tool tip for trap trigger: each hit after first deals 15% less damage]


    • Glorious Evolution (Passive)
      • Hex Core MK-1 cost increased to 1250g from 1000g
      • Perfect Hex Core Upgrade cost reduced to 750g from 1000g.


    Rod of Ages, Tear of the Goddess, Manamune, Archangel's Staff (Crystal Scar Variants)
    • Crystal Scar variants renamed to (Quick Charge) from (Crystal Scar)

      Cloud Drake
      • Bonus increased to 25/50/75 out of combat movement speed from 15/30/45.

          Twisted Treeline
          [These items are only for the 3v3 Twisted Treeline map.]

          Added items: 
          • B.F Sword, Duskblade of Darktharr, Essence Reaver, Infinity Edge, Mercurial Scimitar, The Bloodthirster, Thornmail, Warmog's Armor

          Removed items:
          • Sanguine Blade, Overlord's Bloodmail, Dervish Blade, Wicked Hatchet
            • [May be a few more, still looking into it.]

          Lord Van Damm's Pillager (TTL)
          • Several changes, new build & new stats.
          • Total Cost: 2600
          • Recipe: Caulfield's Warhammer + Chain Vest + 700g
          • Stats:
            • 45 AD
            • 50 Armor
            • 10% CDR
            • Unique Aura: Redues armor of the nearby enemy champions by 10-25.

          • Outer Turrets
            • Armor increased to 100 from 50.
            • Magic resist increased to 100 from 50.

          • XP radius removed
          • Only the killer can receive XP (SR parity)
          • Big Golem base XP reduced:: 150 >>> 120
          • Big Golem base gold increased:: 69 >>> 81
          • Big Golem base HP increased:: 1240 >>> 1340
          • Little Golem base gold decreased:: 21 >>> 14
          • Big Wolf base XP reduced:: 142 >>> 90
          • Big Wolf base gold increased:: 51 >>> 68
          • Big Wolf base HP increased:: 1120 >>> 1220
          • Little Wolf base gold decreased:: 17 >>> 16
          • Big Wraith base XP decreased:: 140 >>> 90
          • Big Wraith base gold increased:: 45 >>> 70
          • Big Wraith base HP increased:: 1050 >>> 1150

          Bug Fixes for 6.14

          While these will not be all of the bug fixes for next patch, here's RiotMEMEMEMEME with a list of some of the bug fixes the team is tackling in 6.14:
          "Howdy all!  
          We’ve been looking into different ways to bring back visibility on some of our patch-to-patch bugfixes and shed a bit of light on what caused the bugs or how we went about fixing them. We won’t always have these mini-contexts (sometimes things are really boring or simple), but hopefully the occasional storytime is interesting to you! We’ll update this thread a couple of times across the patch cycle.  
          Here are some of the bugs we’re fixing for 6.14 (feel free to let us know if they’re still busted): 
          1. Zyra Passive activates when recalling in brush - Zyra’s passive turns off while she’s in brush to prevent seeds from revealing her location. If she reveals herself by casting an ability or attacking, her passive turns back on. Since Recall is technically a spell, it was re-enabling Zyra’s passive, even though Recall itself doesn’t reveal you from brush.
          2. Braum dies from Baron Nashor in one hit - This is a fun one ;P Baron was able to kill Braum in one hit with his Acid Shot if Braum moved in front of a target within a very specific time period and cast Unbreakable. Each of the missiles from Acid Shot “dies” after it hits the ground, and Braum’s E was intercepting that “death”. We made it so Unbreakable ignores that particular effect.
          3. Yasuo’s Q and E+Q combo can fail to critically strike at 100% crit chance - Because of how Yasuo’s passive interacts with crit, he sometimes ran into rounding errors with crit runes (every other source of crit is a #cleannumber so rounding’s not an issue). We adjusted some of the background math to fix this inconsistency.
          4. Annie could override Tibbers’s Vengeance AI by issuing him a command at the moment she died - When Annie dies, Tibbers goes berserk and tries to kill the champion that killed Annie. If extremely unluckily timed, that AI could be overridden by a simple movement or attack command made at the exact moment Annie died. We added a short buffer so Tibbers ignores any command received after Annie dies.
          5. Bad Santa Veigar’s custom particles for Dark Matter were missing - When we last worked on Veigar (BelugaWhale I’m looking at you O_O), we did a bit of file cleanup to make him easier to work with in the future. In the process, we removed the line that told Bad Santa Veigar to use special visuals for W. Fixing this one was a matter of diffing* his previous files with the updated ones, and re-adding the line that went missing. 
            *Diffing means comparing two versions of the same file. “Difference”. Yeah."


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

            Nexus Siege live for PBE testing!

            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:

            July 1st PBE LCU Alpha Update

            Here's CapnBranFlakes with updates on the LCU changes made today, including mention that the champion overview pages in collection are not up yet but will be soon:
            "===UPDATE: 1 JULY 2016=== 
            Hi League client update PBE testers! 
            We've pushed out a new build to the PBE alpha client today that adds some more client settings, turns on the server-side storing of said settings, and adds advanced match details at the end-of-game screen. We were also hoping to patch in the champion overview pages under the collection section we mentioned recently, but we ran into an issue with them for today's build, so they're not included. We'll update this thread again once we push out another update. 
            Thanks for testing out the above additions and reporting any bugs you find -- we'll see you on the frontline! :D"

            [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:

            [LCU]6/6 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: 
            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:

            6/27 PBE Update
              • New Pool Party Champion Skins for Fiora, Miss Fortune, Taric
              • Cooldown Pings on PBE

              • Ryze Champion Update

              6/29 PBE Update
              • New Summoner Icon & various tweaks.

              • Pool Party Fiora splash art
              • New Pool Party Summoner Icons
              • New Pool Party Ward Skin 
              • Ryze Login Theme
              • Continued NEXUS SIEGE testing & polish 

              • His Royal Crabness Ward
              • Ryze Champion Update
              • July 1st PBE LCU Alpha Update

              • New Splash Art - Pool Party Miss Fortune
              • Ryze Changes

              • "Something In Brush"

              • Pool Party Miss Fortune Splash Changes

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