All credits go to these sites : http://www.newsoflegends.com/ and http://www.surrenderat20.net
PBE 16/06
Visual
Balance
Miscellaneous
Check out the Pool Party skins for Draven, Dr. Mundo, Lulu, Rek’Sai and Zac!
[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.
Brand’s got brand new animations for his W and R:
Pillar of Flame [ W ]
Pyroclasm [ R ]
Cryocore Brand’s W and R have received the respective recolor:
Corki’s received new animations & particles on his spells:
Phosphorus Bomb [ Q ]
Valkyrie [ W ]
Gatling Gun [ E ]
Missile Barrage [ R ]
The upcoming pool party skins all share this splash art:
This icon will be gifted to player for free for completing the Tier 3 part of the Pool Party community event:
No idea how you can get this fella, but it will likely involve your wallet:
- Base damage increased from 60/105/150/195/240 to 70/115/160/205/250
- Mana cost decreased from 55/60/65/70/75 to 45/50/55/60/65
- Base mana pool decreased from 300 to 280
- Attack Speed-per-level increased from 3% to 3.3%
- AP Ratio on initial hit decreased from 0.15 to 0.1 (live value is 0.2)
- AP Ratio on return hit has been reverted to 0.6 (0.55 in this PBE update)
[ Note ] Looks like these are just tooltip updates. Sorry folks!
In Human form, Elise gains a dormant (i.e can’t attack) spiderling when she hits a spellIn Spider form, Elise’s basic attack deal X bonus magic damage and restore X health
When in Spider form, Elise once again gains 25 bonus Movement Speed. She also awakens all dormant spiderlings, who can attack nearby foes
- Base damage decreased from 220/330/440 to 200/300/400
- Each basic attack Galio receives during the taunt now increases the damage of Idol of Durand by 10%, up from 5%, and caps at 80%, up for 40%
- Maximum damage has been increased from 308/462/616 [+0.84 AP] to 360/540/720 [+1.08 AP]
- Health-per-5 decreased from 8.7 [+0.85 per level] to 5.5 [+0.5 per level]
- The duration of the slow if the barrel explodes immediately has been decreased from 2 seconds to 1.3
- The slow duration now ramps up as the barrel is charging, up to a maximum of 2 seconds
- Cooldown decreased from 13 seconds at all ranks to 12/11.5/11/10.5/10
- Bonus armor from active increased from 20/35/50 to 30/50/70
- Damage on active decreased from 25/40/55/70/85 [+0.15 AP] to 15/30/45/60/75 [+0.1 AP] [+0.1 Armor]
[ Note ] Malphite’s W was reworked in Patch 5.11.
- Health drain increased from 20/24/28% to 20/27.5/35%
The changes to Face of the Mountain, Sweeping Lens and Warding Totem from the 12/06 PBE update have all been reverted. [Note, these were only tooltip, not functional changes, and they went out prematurely before the actual changes].
Hey everyone! Riot Reinboom here with context on an upcoming change to pathfinding.
The short of it: We’re rewriting a lot of the “stuck pathing” rules the game has in order to make the system more predictable and, when ‘stuck’, more forgiving. Ideally, helping alleviate a lot of the creep blocking pains.
This change will be on the PBE but will not be going out with next patch. Changing anything with pathfinding could have some serious feels unknowns that we would like to capture and understand first.
There are three major areas this change should touch.
1. What happens when a unit is actively on top of and sticking with another unit. If you’ve seen someone get stuck by Krugs or a ward this is a major part of it. The new rules should detect for overlaps better and let the champion walk away freely from their overlaps (effectively, a pseuo-ghost effect if your directly on top of something).
2. How units path between packs of units, like a large minion wave. The goal here is to make this more predictable. It should be more obvious why your champion may try to move through a group of minions or why they won’t try.
3. How units predict where they can go towards. For pathing, there’s some amount of look-ahead needed in order to make sure a unit isn’t moving towards an area they will soon be stuck in. Ideally, your character (and minions!) should be avoiding areas that will soon block them more so than on live.
We’re extra interested in any reports where you get stuck by a single unit anywhere on the map. Screenshots and videos super super useful if you do find any.
Any feedback about last hitting as a melee champion is also highly encouraged.
Gatekeeper Galio’s green animations are back!
Resolute Smite [ Q ]
Bulwark [ W ]
Righteous Gust [ E ]
Idol of Durand [ R ]
The store assets for the new Headhunter Yi chroma packs are in, though the actual chroma pack is still unavailable in the store.