The PBE has been updated!
Table of Contents
Urgot Champion Update Continued Testing
Omega Squad Login Theme
A new login theme is now on the PBE, featuring the new Omega Squad skins:
- Phase Dive (E) cooldown changed from 11/10/9/8/7 to 9/8.5/8/7.5/7
- Mystic Shot (Q) cooldown lowered from 6.5/6/5.5/5/4.5 to 4.5 at all ranks
[Context – Missed this change in the 7/11 PBE Update!]
- Trial by Fire (Passive) bonus true damage changed from 30-200 to 45-215
- Transcendent Blades (R) cooldown changed from 110/85/60 to 100/80/60
- Zap! (W) cooldown lowered from 10/9/8/7/6 to 8/7/6/5/4
- Dance of Arrows (Q) damage increased from 55/75/95/115/135 to 65/85/105/125/145
- Base Damage increased from 50.536 to 53
- Light Binding (Q) cooldown lowered from 15/14/13/12/11 to 13/12.5/12/11.5/11
- Ground Slam (E) magic damage increased from 60/95/130/165/200 to 70/110/150/190/230
- Base attack speed reverted from .690 to .656
- Attack Speed per level reverted from 5 to 3.
- Base health lowered from 575 to 535
- Health growth lowered from 90 to 85
- Movement speed lowered from 350 to 345
- Base armor increased from 27.628 to 30
- Base health lowered from 610 to 580
- Health growth lowered from 90 to 85
- Insanity Potion (R) cooldown lowered from 100 to 120/110/100
- Boomerang Blade (Q) physical damage increased from 25/45/65/85/105 to 55/75/95/115/135
- Base health reverted from 520 to 561
- Base movespeed increased from 330 to 335
- Turtle Stance (W) Shield strength increased from 60/95/130/165/200 to 80/105/130/155/180
- Bear Stance (E) bonus movement speed duration changed from 2/2.25/2.5/2.75/3 to 3 at all ranks
- Corrosive Charge (Q) mana cost changed from 55 at all ranks to 35/40/45/50/55
- Eye of Destruction (W) slow increased from 10% to 25%
- Rite of the Arcane (R) magic damage changed from 200/230/260 to 200/240/280
- Mourning Mist (E) slow increased from 30% at all ranks to 30/40/50/60/70%
- Stretching Strikes (Q)
- cost increased from 4% of current health to 8% of current health
- cooldown changed from 12/11/10/9/8 to to 13/12/11/10/9
- Unstable Matter (W) magic damage changed from 30/45/60/75/90 to 15/30/45/60/75
- Satchel Charge (W) cooldown changed from 26/24/22/20/18 to 24/21/18/15/12
Context & Notes
In the name of the WIP, I will context you!
1) Here’s Meddler with his Quick Gameplay Thoughts for July 14:
These posts will often contain talk about future work we’re doing, or planning to do, that isn’t yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped.
If you’d like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler
Approach we’re taking with 7.15/Qualifiers
First off, quick update, was talking with some of our Esports folks and they mentioned some of the qualifiers will likely be played on 7.16, rather than all of them on 7.15 (LPL seems most likely from the sounds of it).
Secondly, wanted to talk a bit more about the approach we’re taking with pro balance for the coming patch. We’re looking at groups of champions more than usual, with a few observations driving a lot of our changes and then a number of one offs. What we’re currently looking into therefore looks like:
- Jungle – Belief is that it’s more appropriate to bring the top junglers down a bit than trying to buff others up to their level. That means smallish nerfs to Lee Sin, Gragas, Elise, Rek’Sai and Zac are being looked at. That also has the added benefit of bringing jungler impact overall down slightly, in addition to hopefully being the better way to see some more diversity.
- Mid Lane – Looks to be in a reasonable spot overall, so here we’re targeting specific champs we think could get into the competitive pool. That means buffs to TF, Ekko, Ziggs, Xerath and potentially one or two more. We haven’t seen artillery champs in pro play much for a while, Jayce excepted, so are hoping to get a bit of spot play on one or two. Buffs will be pretty light though, so that’s more a hope than an expectation however.
- Champs we’ve adjusted recently – We’re watching, but not yet testing changes for, a number of champs we’ve recently nerfed. Those are competitive staples recently like Galio or Caitlyn. Want to make sure we’ve trimmed then down enough but don’t want to swing at them again if that’s not needed. On the other side of things also watching a couple of champs we’ve recently buffed who are getting a bunch of pro play, Gnar being the biggest example
- Misc champs – Finally we’re also just exploring some minor tune ups/tune downs for a few miscellanious champs we think are either a bit strong or could be pro viable with smaller work. Thresh (-), Nami (+), Jinx (+), GP (+) are good examples of that.
As a lot of you will have noticed we hotfixed nerfed Singed yesterday. Buffs for him gave him much more power than we’d predicted so we felt it necessary to take some power off him quickly. Urgency there was particularly high given that high performance wasn’t just experienced Singed players doing well, but happening even with a lot of people with limited Singed experience jumping onto the changes, indicating power when played effectively was noticeably higher again. We’re glad to see Singed in a stronger spot, and that was one of the big goals of the recent changes, but that doesn’t mean any magnitude of buff was appropriate and this one overshot quite a bit. More thoughts on his state to follow once the patch has been out a decent amount of time.
Hotfixing in General
For anyone unfamiliar with the term a hotfix is a quick change to the game outside of the normal patch cycle that often doesn’t require the player to download a new patch (done on the server). They’ve got some added risk, so they’re not a standard tool, with less time to test things both in terms of bugs and balance. If things are urgent they can be a good choice though.
We’re planning to do slightly more hotfixes, in particular because we recently saw some tools changes get finished that reduce the risk of bugs from hotfixing and the amount of developer time they take to do. They’re still a riskier tool, so won’t become the standard way of rolling out changes, but it’s much more likely you’ll see a balance change or two following up after a patch goes out. Goal with those is primarily to adjust anything that had a much larger or smaller effect than we expected (e.g. correct extreme cases of overbuffed or overnerfed quicker). Those changes won’t be aiming to fully solve a problem gebnerally though, both because of the limited testing time possible and because it’s not clear enough what that would require shortly after a patch. Instead they’ll be aimed at moderating the most out of line cases a bit before we give them a more extended analysis over a longer period of time.
Seems to be in an ok spot so far. We’re seeing a lot of Kayns fail, that’s very much expected for a new champ, especially a squishier melee one. Assassin Kayn seems to be struggling more than Darkin. That’s somewhat expected off assassin being the harder to learn form, also possible there’s too large a power difference between the two though. No immediate plans for balance changes, discrepancy between the two forms is one of the key things we’ll be watching though.“