[Updated] Unofficial PBE Patch Notes for 8/13/2013 - Twitch, Master Yi, Health Returns to Phage and Trinity Force, Teamfight UI

 PBE 3.11 Patch 2


[UPDATED] Teamfight UI - Official Riot post

Riot has -just- posted a new post about a "Teamfight UI" .Added a new riot post at the bottom


Forecast Janna Sounds and Voice

looks like the sound files have been added for the champions 

 


Champion Changes

Twitch

  • Expunge [ E ] - Now deals 20/35/50/65/80 physical damage (down from 40/50/60/70/80)

Master Yi

  • Meditate [ W ] - Damage Reduction is now 40/47.5/55/62.5/70% (changed from 45/50/55/60/65%)

Draven

  • Passive - Now consumes ALL stacks on kills.
  • Also now gets a gold coin shower every kill. (Thanks Zerglinator)


Item Changes

Phage

  • Item Cost - 375 (down from 500)
  • No longer gives 20 Armor
  • Now gives 200 Health
  • Movement Speed granted on hit and kill from Passive now lasts 2 secs (up from 1.5)
  • Now builds out of a Ruby Crystal and Long Sword

Trinity Force

  • Now gives 10% Movement Speed (up from 8%)
  • No longer gives 30 Armor
  • Now gives 250 Health
  • Rage: Basic attacks now grant 30 MS for 2 seconds (Up from 20 MS for 1.5 Seconds)
  • Rage: Kills grant 90 MS for 2 seconds (up from 60 MS for 1.5 Seconds)

Official Riot Post on Upcoming PBE Changes

Riot JUST posted this big change log

NOTE: It appears not all of these changes are really in the PBE

Originally Posted by Riot (View RedTracker Source)

NUMERICAL VALUES ARE EXCLUDED FROM PBE PATCH NOTES DUE TO THE NATURE OF THE PBE (IT CHANGES!).

We are always trying to improve clarity of the Patch Notes and would appreciate feedback on their format if you feel you can add anything. Except asking for numerical values. Quit it!

Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.

Spectator Mode and Replays
  • On PBE, Spectator Mode and Replays will be disabled briefly for maintenance. Sorry for the inconvenience!

Champions

Leblanc
Summary: LeBlanc’s base health regeneration and attack damage per level have been slightly increased.

Context: LeBlanc has traditionally been a difficult champion to play well and the changes made to her in 3.9 made her even more difficult to play. These changes are aimed at slightly improving her base play experience.

General
  • Base Health Regen per 5 increased
  • Attack Damage Per Level minorly increased

Master Yi
Summary: Master Yi’s attack speed per level has been reduced. Meditate’s damage reduction at later levels has been increased. Wuju Style’s passive attack damage bonus is higher at earlier levels and lower at later levels.

Context: We definitely wanted to reduce Master Yi’s power, but we wanted to do it in an intelligent way that created windows of opportunity rather than just reducing his overall damage. We like Highlander’s reset mechanic, but the flat second reduction on it meant that Master Yi was becoming almost completely untargetable when he gets the first kill, as he could use Alpha Strike after Alpha Strike with no window of vulnerability. These changes mean Master Yi will need to land a few basic attacks whenever he gets a reset if he wants to Alpha Strike again, which should give his opponents the opportunity to counter. We also buffed Meditate as a secondary decision in order to allow him to bridge those cooldown gaps defensively if he wants to.

General
  • Attack Speed gained per Level moderately decreased
Double Strike
  • Fixed a bug where the second strike would damage targets while Master Yi was blinded
Meditate
  • Damage Reduction increased at later ranks
Wuju Style
  • Passive Attack Damage bonus changed to a flat percent across all ranks
Highlander
  • Now passively reduces the remaining cooldown for Master Yi's basic abilities by 70% on a kill or assist rather than 18 seconds on kill or 9 seconds on assist

Olaf
***Special Context: These changes are in a high state of flux, so providing a direct summary and/or context post won’t be enough here. Instead we’ll focus on our overarching goals and will provide more insight as we go. We’d also like to note that because these changes are highly contentious, we may also pull them completely from this patch for additional testing.

Our core problem with Olaf has been that, when played well, his kit allows him to circumvent a lot of healthy gameplay interactions within League of Legends. We’ll discuss the difficulties of balancing around this in the future, but for now our goals are to create more gameplay and counterplay within Olaf’s kit so that he remains true to his character design, but isn’t an overpowering presence within the competitive scene like before.

General
  • Base Mana reduced by a small amount
  • Mana per level reduced by a moderate amount
Undertow
  • Slow no longer decays
  • Minimum distance added
  • Axes now stick in walls and structures only if they would land in impassible terrain
  • Axes now make jungle monsters ignore unit collision to enable Olaf's Axe pickup play in the jungle better
Vicious Strikes
  • Mana cost changed to a lower flat amount per level
  • Now provides a small % of extra healing for every % of health Olaf is missing
  • Health ratio removed from AD component
  • Base Damage increased significantly
  • Lifesteal minorly reduced
  • Spellvamp removed
Reckless Swing
  • Cooldown increased moderately
  • Damage reduced moderately at later levels
  • Cost reduced by a small amount at later levels
  • Basic attacks lower the cooldown of Reckless Swing by a small amount
Ragnarok
  • Mana Cost removed
  • Now provides a moderate amount of Armor / Magic Resistance passively
  • Active Reworked: Now removes the passive portion of the ability while active, grants a moderate amount of AD, and causes Olaf's basic attacks to splash to nearby enemies for a lower % of damage
  • Olaf now turns Red when Ragnarok is active (base skin only)
  • Retains his immunity to disables

Riven
Summary: Riven can now leap over walls with the third hit of Broken Wings, and the skill has been recoded to make this mechanic more functional.

Context: Riven's Broken Wings has been crossing walls on live since the addition of a few engine fixes. We looked at this and, rather than leaving it as a questionably intended mechanic, we want to fully support the emergent gameplay while cleaning up the interactions. Ultimately we feel this change promotes Riven’s high mobility playstyle and skirmish play pattern, so we will balance around it rather than simply removing it.

General
  • Fixed an issue where several of Riven's particle effects were missing
Broken Wings
  • Riven's Broken Wings hitbox has been retuned to more closely match the particles
  • Third hit now knocks up targets affected rather than knocking them back
  • Only the third hit can now leap over walls and the skill has been recoded to clean up this mechanic significantly

Udyr

Phoenix Stance
  • Phoenix Stance's buff now displays the count toward Udyr's next Phoenix Breath attack.


Items

Bilgewater Cutlass
  • Range reduced by a moderate amount
  • Active now takes into account the bounding boxes for each champion
Blade of the Ruined King
  • Range reduced by a moderate amount
  • Active cooldown increased significantly

Phage & Trinity Force
Summary: Phage and Trinity Force no longer have the “Icy” slow passive. Instead of a percentage chance to slow an enemy champion on hit, these items now grant movement speed for a short duration of time, along with even more movement speed on minion, monster, and champion kills. Frozen Mallet’s function remains unchanged, but its recipe has changed.

Context: With the nerfs to Blade of the Ruined King, we wanted to create more tools for bruisers to remain “sticky” to their targets. We focused on in-skirmish mobility as a valuable and healthy stat for all champions, where Phage’s percentage chance slow was something we ultimately wanted to phase out.

Phage (NEW)If a change is not mentioned, it is still on the item
  • Recipe: Cloth Armor + Long Sword + Gold
  • - Health
  • + Armor
  • Icy passive removed
  • NEW UNIQUE Passive - Rage: Basic Attacks grant movement speed for a short duration on hit. Minion, monster, and champion kills grant movement speed for a short duration.
Phage (OLD)
  • Recipe: Cloth Armor + Long Sword + Gold
  • +200 Health
  • +20 Attack Damage
  • UNIQUE Passive – Icy: Basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2 seconds (20% slow for ranged attacks).
Trinity Force (NEW) If a change is not mentioned, it is still on the item
  • Recipe: Total Cost has gone down a minor amount (remains unchanged)
  • - Health
  • + Armor
  • Icy passive removed
  • NEW UNIQUE Passive - Rage: Basic Attacks grant movement speed for a short duration on hit. Minion, monster, and champion kills grant movement speed for a short duration.
Trinity Force (OLD)
  • Recipe: Zeal + Sheen + Phage + 3g = 3843g
  • +30 Ability Power
  • +30 Attack Damage
  • +30% Attack Speed
  • +10% Critical Strike Chance
  • +250 Health
  • +200 Mana
  • UNIQUE Passive – Icy: Basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2 seconds (20% slow for ranged attacks).
  • UNIQUE Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage as physical damage. (2 second cooldown).

Twisted Treeline and Crystal Scar
Entropy (NEW) If a change is not mentioned, it is still on the item
  • - Health
  • + Armor
  • Icy passive removed
  • NEW UNIQUE Passive - Rage: Basic Attacks grant movement speed for a short duration on hit. Minion, monster, and champion kills grant movement speed for a short duration.
Entropy (OLD)
  • +70 Attack Damage
  • +275 Health
  • UNIQUE Passive - Icy: Basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2.5 seconds.
  • UNIQUE Active - For 5 seconds, your attacks reduce your target's movement speed by 30% and deal 80 true damage over 2.5 seconds. 60 second cooldown.
Sanguine Blade
Summary: Similar to the changes made in 3.10 with the removal of Needlessly Large Rod, the recipe change on Sanguine Blade is to alleviate frustrations surrounding having to save for a B.F. Sword.

Sanguine Blade (OLD) [i]If a change is not mentioned, it is still on the item[/b]
  • Recipe Changed: Pickaxe + Vampiric Sceptre + Gold
Sanguine Blade (NEW)
  • +65 Attack Damage
  • +15% Life Steal
  • UNIQUE Passive - Your basic attacks grant +6 attack damage and +1% life steal for 4 seconds (maximum 5 stacks).

Crystal Scar

Yorick
Context: Yorick in a solo lane has some strong counters but, if you do not specifically counter him, he tends to crush his opponent. These changes are meant to slow down some of his harass and sustain.

Omen of Famine
  • Cast Range reduced by a small amount
  • Cooldown changed to a flat number

Lulu
Context: Wild Growth has amazing team utility and it being up for nearly every fight was giving Lulu a little too much power.

Wild Growth
  • Cooldown increased by a small amount

Wukong
Context: Wukong was getting a lot of free tank stats, allowing him to build damage without worrying about being too squishy. For similar reasons to Lulu, we've increased the cooldown on Cyclone.

Stone Skin
  • Bonus Armor and Magic Resistance reduced
Cyclone
  • Cooldown increased by a small amount at later levels



Teamfight UI Coming to the PBE

Originally Posted by Riot (View RedTracker Source)

Hey PBE-ers,

We're testing a new UI mode for Spectator mode and would love your feedback. We're calling this mode the Teamfight UI. The overall goal of this mode is to provide a great viewing experience during large team fights.

Our specific goals:

  • Minimize and concentrate the UI so it's easier to focus on the action during team fights.
  • Optimize the display of battle information: Who is involved in the fight? Who's winning? How many people have died on either team?

 

Let's take a closer look. In this screenshot we can see:

  • Team health bars help viewers track the momentum of fights, and register the power of AoE damage and heals.
  • Loss of control icons help viewers track powerful status effects--if Malphite's ult hits all 5 of the enemy team, it's easy to see.
  • Kill counter tracks each champion's progress towards the elusive pentakill
  • Ult / Summoner spells are easily viewable for both teams in a central location
  • Dead champions have the familiar death timer

 

Not every champion is always there when a fight breaks out. The team fight UI helps you understand who's in the thick of battle:

  • Near champions like Caitlynare represented with bright character portraits. Near champions are on-screen champions and other champions we identify as being involved in the team fight.
  • Far champions like Renekton have darker portraits
  • Team healthbars reflect the health of both near (bright) and far (dark) champions.

You can help test this feature by spectating matches on PBE. While the UI mode is intended for use during team fights, it should work correctly all the time (like all other Spectator UI modes). To engage the team fight UI, press 'a' while spectating.

Please test this and give us your feedback!


Dragon and Baron Spectator Timers

Just as the files we posted in yesterday's patch showed, Riot has posted about the new timers

Originally Posted by Riot (View RedTracker Source)

Hey PBE Community,

My team, Strike Force, has recently developed a feature for Spectator Mode to improve the viewing experience of your friends' games, and the broadcasts of LCS. We've had a lot of requests for the feature since the release of Spectator, and we've finally got it for you, right on time for the Playoffs and the World Championships: it's an in-game timer for Dragon and Baron as they get ready to spawn!

The timers will appear 2 minutes before the monster spawns, then fade away shortly after displaying the message "LIVE".

I'd love for everyone to spectate the sh*t out of some games to vet this feature as thoroughly and extensively as possible. Additionally, be sure to send me and my team feedback on this post, so we can fix any and all bugs that we missed on our end. The feature is solid as is, but there are always uncertainties when working with software.

Here's a few screen shots of how they will appear...

Thank you all so much,

RiotBrokenSword

55

Comments

  • #47 tapk69

    finally they are nerfing botrk... please just remove this item from the game for season 4 so i that i can have fun playing league of legends again.

  • #50 NicknameMy

    Then just gtfo.

  • #46 Disdroid

    Well, the Draven passive change seems interesting. I easily build up 150-200 Stacks in a normal game. Going manmode suicide killling machine seems more acceptable then. Considering a kill is suddenly worth 900g...

  • #44 Gilgamarsh

    Two possibilities if this Olaf redesign goes live: if the numbers match what Riot's been putting out recently, its a straight nerf to Olaf and we'll be back to having a 35% winrate champion in the game. If they buff his numbers with this kit enough to bring him to 50%, he's going to be essentially one giant bundle of free stats. Not compelling game design.

  • #45 KesslerCOIL

    well ive been playing him quite a bit on PBE lately and he feels really good.
    the changes that arent on PBE yet(unless they've retuned the numbers ive been playing) would make him straight up buffed.

    He will definitely have close to a 50% winrate if not higher from what ive been playing and apart from the straight stat boosts he feels more complex than before since you cant just spam all your skills to win(you have to actually move to pick up the axe now) and his teamfighting is a tad stronger now too.

  • #42 ss880036

    M:HA~~~~~~~~~~~

    Last edited by ss880036: 8/13/2013 11:27:31 PM
  • #36 Kelarmz

    Why the hell is twitch being nerfed? He's barely even on the board compared to Cait, Ezreal, and Vayne.

  • #40 KesslerCOIL

    ikr, this feels really out of the blue.
    I wasnt even aware that he supposedly doing to much damage, i usually quite easily outtrade him early game..

  • #43 bluethree

    It's likely a balance aimed at competitive play. Twitch is currently a contested pick in Korea. He's been 100% pick/ban in the bracket games in OGN with an 85+% win rate. Twitch is really strong right now.

  • #33 LolLolLolJake

    lmao Olaf nerfed again.

  • #34 Gameguy301

    are you for real? AM i being punked? how can anyone read that laundry list of changes and think, oh its just a nerf.

    Last edited by Gameguy301: 8/13/2013 8:41:07 PM
  • #37 Gameguy301

    im sure your very proud that you can measure the use of a champion with no known values. no decaying slow is huge, the AD bonus on W puts the old hp scaling value in the dirt (last PBE it was 80 AD he said he was very happy with the value). and aoe damage on his ult means front line fighting or carry diving hell be a serious threat. from what we know of his W+ R its over 100 free AD. its pretty much a free hydra.

    awfully hostile there, no room for that uncalled for shit talking. iget it your scared of the changes thats fine, we go through this with EVERY rework, remember the yi rework? tons of people saying hed be shit, katarina? same complaints.

    Last edited by Gameguy301: 8/13/2013 10:43:02 PM
  • #38 wyndrydyr

    What a classy and intelligent argument. I'm completely convinced of the correctness of your opinion.

  • #41 Raxxman

    His dps has gone down because he can't throw/collect his axe anymore, and his spellvamp is gone as well so his 1v1 is extesnivly weakend. This was the intended purpose for the rebalance.

    However his Ult has gone from AR/MR + ArP while ulted, to AR/MP while not ulted. It's questionable if you want passive component when not ulting, as when you Ult you're going for the carry anyway, but the total removal of ArP just nerfs his overall damage, even with the compensation from viscous strikes.

    Bottom line is Olaf is both worse at dealing damage in a 1v1 contest and worse at survivng a teamfight. Olaf is already behind the curve in both on live, I'm fine with the single target reduction, but the ult nerf thumps his ability to surivive reaching the carry, so he's weaker in both respects.

    Not sure what they're attempting to achieve with the ult nerf.

  • #26 mrtoshio

    Nerf lulu when she is always 46% winrate ratio is realy bullshit. 

  • #28 HaIfhearted

    It's a Dominion-specific nerf to Lulu, she will be untouched in Summoner Rift.

    Dominion Lulu is an extremely powerful champion that is constantly banned in the weekly Dom tourneys because of her immensely powerful, low cooldown cc's coupled with fairly good damage while building tanky.

    Farmers Rift Lulu will be left alone.

    Last edited by HaIfhearted: 8/13/2013 6:35:29 PM
  • #24 registermyaccount

    But... but... the knockback instead of knockup on Riven's Q was the thing that separated the great Riven players and the average ones.... plus there are so many awesome plays you can pull off with the knockback :(

  • #39 Jolan

    Yeah like knocking them back from your melee range attacks, definitely helpful.

  • #51 registermyaccount

    Quote from Jolan »

    Yeah like knocking them back from your melee range attacks, definitely helpful.

    Clearly you've never played Riven, or played her well to say the least -.-

    The knockback is fairly shitty in comparison to a 0.75 stun that cannot be lowered by tenacity. What kind of plays could you make with it that you can't now?

    I'm not obsessing over it... It's not like a wrote a huge 5 paragraph long rage post about it. Personally I'd rather have a knockback on her Q, it promotes a lot more skillful play such as knocking them away from their tower in lane, knocking them away from a running teammate, or knocking them into your team in a chase. And its not like a knockback is reduced by tenacity either.

  • #53 Jolan

    All 3 scenarios require that you are between the target to be knocked away and the object you want to knock them away from - which is hard to achieve and the payback for such a thing is miniscule (say, compared to janna flash ulting) Compared to this, knock-ups will be more valuable and more efficient in most common scenarios vs knock-backs, despite the length of either.

    Also, undermining my arguments by making implications regarding my abilities to play a certain champion definitely make me understand your opinion more.

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