[Updated] Unofficial PBE Changes for 10/10/13 - Rammus VU, Xerath & Heimerdinger Reworks, Items, New Sivir VO & Icons, and More

Unofficial PBE changes for 10/10/13

Here is a list of the changes included in the post in the order they can be found below:

  • Rammus VU
  • Heimerdinger's New Skill Graphics
  • Xerath's New Skill Graphics
  • Sivir's New Ability Icons
  • 5 New Summoner Icons
  • New Gold PopUp Graphics
  • New Potion Effects
  • Challenger LoadScreen Frame Added
  • Possible New Level Up and Death Graphics
  • Ability Changes
  • Item Changes
  • Minion Changes
  • Limited Edition Skins Coming Back
  • Xerath, the Magus Ascendant Rework on PBE (Riot Post)
  • Heimerdinger Rework on PBE (Riot Post)
  • Sneak Peek for Ahri's 3.13 Changes (Riot Post)
  • [10/10/2013] Tentative PBE Changes & Discussion (3.13) (Riot Post)
  • New Changes Made to the Friends List and Buddy Panel (Riot Post)
  • Plan for Vintage Limited Edition Skins (Riot Post)

Rammus VU

Base Skin

Chrome Skin

Molten Skin

Frozen Skin

Ninja Skin

King Skin


Heimerdinger's New Skill Graphics


Xerath's New Skill Graphics


Sivir's New VO and Ability Icons

    


5 New Summoner Icons

You can check out more information on the new Friend List and Buddy Panel Changes in the Riot post near the end of the current article.

     

 


New Gold PopUp Graphics


New Potion Effects


Challenger LoadScreen Frame Added


Possible New Level Up and Death Graphics

Some new models were added:

Global_Summoner_LvlUp_SwirlyAnim.skl
Global_Summoner_LvlUp_SwirlyAnim.skn
Global_Summoner_Death_Ally_Flash_RGB.jpg
Global_Summoner_Death_Ally_SoulSwirl.jpg
Global_Summoner_Death_Ally_SoulSwirl_colorblind.jpg

Global_Summoner_Death_Fill.jpg
Global_Summoner_Death_Fill_RGB.jpg
Global_Summoner_Death_Fill_RGB_colorblind.jpg
Global_Summoner_Death_Rays.jpg
Global_Summoner_Death_Rays_Ally.jpg


Ability Changes

Ahri

  • Fox-Fire [ W ] - Enemies hit with multiple fox-fires now take 30% damage from each additional fox-fire beyond the first (down from 50%)
  • Fox-Fire [ W ] -  Added to the end of the tooltip: '...for a maximum of 0.4*AD damage to a single enemy.'
  • Charm [ E ] - Now costs 90 mana (Changed from 50/65/80/95/110)
  • Charm [ E ] - Added to the tooltip: 'Enemies hit by Charm take 20% more magic damage from Ahri for 4 seconds.'
  • Spirit Rush [ R ] - Now deals 70/105/140 (+0.25*AP) Damage (Down from 85/125/165 (+0.35*AP))

Corki

  • Missile Barrage [ R ] - Now deals 100/180/260 (Down from 120/190/260)
  • Missile Barrage [ R ] - Cooldown is increased to 2/2/2 Seconds (Up from 1.2/1.2/1.2)

Heimerdinger

  • Techmaturgical Repair Bots [ Passive ] Heimerdinger gives nearby allied H-28G Turrets and Champions increased Health Regeneration.
  • H-28G Evolution Turret [ Q ] -Places a Turret at target location.Turret attacks prioritize Heimerdinger's targets and enemies attacking Heimerdinger.Their Health increases with Heimerdinger's champion level and they shut down if he moves out of the area. Heimerdinger generates a Turret Kit every 0.125*AD seconds and can hold 1/2/3 Kit(s) at once.
  • H-28G Evolution Turret [ Q ] - Attack - Cannon: 15/22/29/36/42 (+0.125*AP)magic damage each attack.
  • H-28G Evolution Turret [ Q ] - Attack - Beam: 50/75/100/125/150 (+0.5*AP)magic damage in a line every 0.5 seconds.
  • H-28G Evolution Turret [ Q ] - Maximum Turrets Placed: 3
  • H-28G Evolution Turret [ Q ] - Cost: 20
  • H-28G Evolution Turret [ Q ] - Range: 350
  • H-28G Evolution Turret [ Q ] - Cooldown: 1/1/1/1/1 Seconds
  • Hextech Micro-Rockets [ W ] - Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45*AP) magic damage.
  • Hextech Micro-Rockets [ W ] - Champions and Monsters hit by more than one rocket take 20 % magic damage for each additional rocket,max (+0.12). Minions take 60% instead.
  • Hextech Micro-Rockets [ W ] - Targeting the rockets closer to Heimerdinger increases their spread.
  • Hextech Micro-Rockets [ W ] - Cost: 70/80/90/100/110 Mana
  • Hextech Micro-Rockets [ W ] - Range: 1525
  • Hextech Micro-Rockets [ W ] - Cooldown: 11/11/11/11/11 Seconds
  • CH-2 Electron Storm Grenade [ E ] -Icon - 
  • CH-2 Electron Storm Grenade [ E ] - Cost: 85 Mana
  • CH-2 Electron Storm Grenade [ E ] - Range: 970
  • CH-2 Electron Storm Grenade [ E ] - Cooldown: 18/16/14/12/10 Seconds
  • UPGRADE!!! [ R ] - Makes next basic ability free and gives it bonus effects.Reactivate to cancel.
  • UPGRADE!!! [ R ]H-28Q Apex Turret: Places a Turret that deals (+0.33*AP)magic damage with its cannon and 225/300/375 (+0.8*AP)magic damage with its beam for 8 seconds.It has splash damage,its attacks slow targets for 25%,and it doesn't count toward the Turret limit.
  • UPGRADE!!! [ R ]Hextech Rocket Swarm: Fires 4 waves of rockets that deal magic damage each.Champions and Monsters hit by multiple rockets take reduced damage,max 500/690/865 (+0.33).
  • UPGRADE!!! [ R ]CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing magic damage. Both the stun and slow areas are larger and the slow is improved to 80%.
  • UPGRADE!!! [ R ] - Cost: 100/100/100 Mana
  • UPGRADE!!! [ R ] - Range: 280
  • UPGRADE!!! [ R ] - Cooldown: 100/85/70 Seconds

Kennen

  • Mark of the Storm [ Passive ] - Now lasts 6.25 seconds (Up from 5)
  • Mark of the Storm [ Passive]  - Stun's duration is now specified to be 1 second
  • Thundering Shuriken [ Q ] - Tooltip no longer says it adds a Mark of the Storm (due to the Passive doing it)
  • Electrical Surge [ W ] - Tooltip no longer says it adds a Mark of the Storm (due to the Passive doing it)
  • Lightning Rush [ E ] - Movement speed now increases by 335 (changed from 100% of his base movement speed)
  • Slicing Maelstrom [ R ] - No longer applies a Mark of the Storm
  • Slicing Maelstrom [ R ] - Range is now 550 (Up from 20)

Leona

  • Solar Flare [ R ] - Now costs 100/100/100 Mana (Changed from 100/150/200)

Master Yi

  • Mediate [ W ] - Now costs 50 Mana (Changed from 50/65/80/95/110)

Morgana

  • Tormented Soil [ W ] - Enemies now take 20/32.5/45/57.5/70 (+0.2*AP) magic damage (Changed from 25/40/55/70/85 (+0.2*AP))
  • Tormented Soil [ W ] - Enemies take additional damage equal to 3% of their missing Health every second
  • Tormented Soil [ W ] - No longer reduces enemies' magic resist by 4/5/6/7/8 every second

Shen

  • Shadow Dash [ E ] - Range is now 600 (Up from 575)

Shyvana

  • Flame Breath [ E ] - Basic attacks to debuffed targets are now capped at 100 against monsters

Soraka

  • Wish [ R ] - Now costs 100/100/100 Mana (Changed from 100/175/200)

Syndra

  • Unleashed Power [ R ] - Added to tooltip: 'Unleashed Power manipulates the three Dark Spheres orbiting Syndra,in addition to Dark Spheres previously created.'
  • Unleashed Power [ R ] - Minimum total damage: 270/405/540 (+0.6*AP).

Tryndamere

  • Spinning Slash [ E ] - Tooltip now specifies that cooldown is reduced whenever Tryndamere critically strikes a champion.

Viktor

  • Chaos Storm [ R ] - Now costs 100/100/100 Mana (Down from 125/175/225)

Ziggs

  • Hexplosive Minefield [ E ] - Tooltip now says additional mines deal damage to Champions (changed from 'Enemies') 
  • Mega Inferno Bomb [ R ] - Added to the tooltip: 'Minions take double damage.'

Zyra

  • Deadly Bloom [ Q ] - Range is now 800 (Down from 825)
  • Rampant Growth [ W ] - Now grants 2/4/6/8/10% Cooldown Reduction (Down from 4/8/12/16/20%)
  • Rampant Growth [ W ] - Range is now 850 (Up from 825)

Item Changes

Chancellor's Staff (Xerath Only)

  • +100 Ability Power
  • UNIQUE Passive - Spell Piercing: Magic damage ignores 50% of the target's Magic Resist (applies before Magic Penetration).
  • UNIQUE Active - Mana Pulse: Releases a mana pulse that senses any nearby enemies (30 second cooldown).
  • Tooltip says: 'Increase spell penetration and ability power. Grants the ability to detect distant enemies.'

Emperor's Sceptre (Xerath Only)

  • +100 Ability Power
  • UNIQUE Passive - Spell Piercing: Magic damage ignores 50% of the target's Magic Resist (applies before Magic Penetration).
  • UNIQUE Passive - Supremacy: Xerath can now reach level 20.
  • UNIQUE Active - Mana Pulse: Releases a mana pulse that senses any nearby enemies (30 second cooldown).
  • Tooltip says: 'Xerath's ultimate weapon - himself.'

Twin Shadows

  • +30 Ability Power
  • +30 Magic Resist
  • +6% Movement Speed
  • UNIQUE Active - Hunt: Summons up to 2 invulnerable ghosts that seek out the two nearest enemy champions for 6 seconds. If a ghost reaches its target, it reveals the target and reduces their Movement Speed by 40% for 2.5 seconds (60 second cooldown).
  • Cost: 535

Blackfire Torch

  • No longer grants 10% Movement Speed

Grez's Spectral Lantern

  • Now grants 15 Attack Damage (Down from 20)
  • Now costs 350 (up from 150)

Hextech Sweeper

  • Now grants 40 AP (down from 50)
  • Now grants 250 Health (Down from 300)
  • Now grants 20% Cooldown Reduction
  • No longer has a 10% Cooldown Reduction Passive
  • No longer has 10% Movement Speed Passive
  • Now costs 530 (Up from 200)

Kindlegem

  • Now costs 475 (Up from 375)

The Lightbringer

  • Now grants 20 Attack Damage (Down from 50)
  • Now grants 25 armor (up from 20)
  • Now grants 15% Life Steal (Up from 12%)
  • Now grants 200 Health
  • Now Costs 200 (Down from 300)

Minion Changes

Minions have had their past damage, damage per level, health and health per level changed.


Limited Edition Skins Coming Back

You can check the explanation on what exactly is going on with these skins in the last Riot post below.

Franken Tibbers Annie

 

Definitely Not Blitzcrank

 

Pumpkinhead Fiddlesticks

Kitty Cat Katarina

Bewitching Nidalee

Haunting Nocturne

Lollipoppy

Zombie Ryze

Nosferatu Vladimir


Xerath, the Magus Ascendant Rework on PBE

Originally Posted by Riot (View RedTracker Source)

Summoners!

The Xerath rework is here and ready for testing on the US PBE. We wanted to help better shape Xerath to fit the modern League of Legends environment, improve the character’s feel and sell his fantasy as a mage commanding unleashed power.

After listening to your feedback, we’ve made the following major changes:
  • Passive: No longer grants armor, now grants % magic penetration and restores mana on basic attacks.
  • Q: Can now be charged to increase the spell’s range. Mana cost and damage slightly increased.
  • W: Is now a targeted AoE explosion that deals additional damage in the center and slows all enemies struck. Enemies in the center are slowed more.
  • E: Is now a skillshot missile which stuns champions.
  • R: Is a combination of Xerath’s old W and R.
  • Immobilize yourself to gain a super-long ranged attack which deals magic damage each time you click the cursor for 3 seconds. (Max 4 shots)

Our intent is to ensure that Xerath’s core pattern is fun and engaging, but his ultimate use is a rare, powerful long-ranged attack.

Please provide feedback – our future tweaks to Xerath will be influenced by your input.

Where should we be focusing our feedback?
  • Ultimate - I am particularly interested in feedback on Xerath's ultimate. It has a very unique control method that will take some getting used to.
  • Spell names - this is a unique opportunity to contribute your idea for what Xerath's spells should be called. I'll be reviewing EUNE, EUW and NA for ideas!
  • Range - Xerath's ult gives him ridiculous range. This is intended to be his strength. Please let me know how it feels both as user and victim.
  • Relative power of abilities - I want to know if you feel like too much damage is tied up in a particular ability.
  • Skin VFX - His Battlecast and Runeborn skins have new colors. Provide feedback!
  • Audio - How do his new abilities sound?

Where should I not be focusing my feedback?
  • Molten Xerath - This skin hasn't been updated yet.
  • Xerath's model - We did not overhaul his model, just add animations for the new Arcanopulse and ultimate attack.

Xerath has been in development for a while and we feel reasonably confident in his core abilities and VFX. I do want to hear your concerns, but keep in mind, we are not very likely to dramatically change Xerath's Q/W/E visually.

Thank you guys, I am looking forward to letting you see a few iterations of Xerath before he goes live.
-Xelnath
Wizardlock of Game Design

P.S. Zenon the Stoic has kindly offered to help me with Xerath. Please assist him if he has any questions.

Heimerdinger Rework on PBE

Originally Posted by Riot (View RedTracker Source)

Heimerdinger is ready for PBE. PBE is ready for Heimerdinger. It is time.

Heimerdinger players have done an excellent job of showing us what makes them passionate, and our goal with the rework was to make those elements more interactive. To that end, reinventing the Revered Inventor meant adding depth of play to all of his active skills.

Heimerdinger’s new tools are loaded with opportunities to express skill, both in ability mastery and in overall strategy. He has the tenacity to recover from his failures and the power to define the game with his successes. From his first tinkering to his fiftieth victory, Heimerdinger’s power scales with creativity.

Passive: Techmaturgical Repair Bots
  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets bonus health regeneration per 5 seconds.
  • 10/15/20/25/30 Hp5

Q: H-28G Evolution Turret
  • Places a Turret at target location. Turret attacks and beams prioritize Heimerdinger’s targets and enemies attacking Heimerdinger. Their Health increases with Heimerdinger’s champion level and they shut down eight seconds after he moves out of the area.

    Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by CDR), and can hold up to 1/1/2/2/3 Kits at once.
  • Mana Cost: 20
  • Cooldown: 1
H-28G Evolution Turret Stats
  • Health: 150 (+25 / Champion level)
  • Attack - Cannon: 15/22/29/36/42 (+0.125 AP) magic damage
  • Attack - Beam: 50/75/100/125/150 (+0.5 AP) magic damage in a line, 12 second cooldown
  • Maximum Turrets: 3

W: Hextech Micro-Rockets
  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 AP) magic damage.

    Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket, max 105/160/215/270/325. Minions take 60% instead.

    Targeting the rockets closer to Heimerdinger increases their spread.
  • Mana Cost: 70/80/90/100/110
  • Cooldown: 11

E: CH-1 Electron Storm Grenade
  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 AP) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds. Enemies in the center of the blast are also stunned for 1.25 seconds.
  • Mana Cost: 85
  • Cooldown: 18/16/14/12/10

R: UPGRADE!!!
  • Heimerdinger's next basic spell is free and has bonus effects.
  • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 AP) magic damage with its cannon and 225/300/375 (+0.8 AP) magic damage with its beam for 8 seconds.
  • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 magic damage each. Champions and Monsters hit by multiple rockets take reduced damage, max 550/750/950 (+1.8 AP).
  • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 AP) magic damage each time. Both the stun and slow areas are larger and the slow is improved to 80%.
  • Cooldown: 100/80/60
  • Mana Cost: 100

Our goal with these changes is to give Heimerdinger the tools he needs to keep being Heimerdinger, while making him a deeper, more satisfying champion to play as and against. The essence of Heimerdinger is very well-explored by his passionate fanbase, and happily has nothing to do with the elements that made him toxic: a pattern of non-engagement and low skill differentiation.

For instance, auto-aiming rockets feel good but can’t play with the other guy in creep waves. Switching that to a variable “rocket shotgun” skillshot lets Heimerdinger do more cool things while giving the other guy a chance to play too.

The Revered Inventor is a challenging theme to get right, but any good blueprint rests atop a mountain of crumpled almost-theres. We’ve learned a lot from the journey and from feedback players have given us on earlier iterations. Heimerdinger is stronger for it, and it’s our hope that this time on PBE will polish him even more.

One last thing: RAISE YOUR TURRETS!

Sneak Peek for Ahri's 3.13 Changes

Originally Posted by Riot (View RedTracker Source)

hello all! so, we've got a pbe update coming really soon but the content post that pwyff is working on won't be ready quite in time. so! i've decided to steal a snippet from that post so we can start talking about ahri a bit early. :3

anyway, at first i'll be around to answer any questions regarding the goals, direction, etc. once the pbe patch is live, we'll be able to talk more about specifics and any bugs that might pop up. i'm really looking forward to hearing from everyone! ♥


(pwyff's post in its entirety will be up a little bit later on.)

Quote:
Ahri
Summary: Ahri's Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai's Crystal Scepter. Spirit Rush's base damage and AP ratios have been reduced in addition to having its use time limit reduced.

Context: Ahri is a champion with a lot of strengths and few weaknesses - given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:
  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
  • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.
Essence Theft
- Now heals Ahri for a specific amount (scales with AP and champion level) each time her passive-enhanced spells hit an enemy
Fox-Fire
- Diminishing returns effect on same-target hits increased
- Fixed a bug which caused Fox-Fire to sometimes deal reduced damage to a target which should receive the standard damage amount
- Now counts as an AoE damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter
Charm
- Mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level)
- Now increases the magic damage Ahri deals to the target by a percentage for a few seconds
Spirit Rush
- Base damage reduced
- AP ratio reduced
- Spirit Rush time limit decreased
i'll post the numbers for the first iteration (version 0.01) in the post below.

[10/10/2013] Tentative PBE Changes & Discussion (3.13)

Originally Posted by Riot (View RedTracker Source)

I'm laaaaate and I know it. Have a PBE context post!

---

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 more information.

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

General

Screen Tint for Stealth
- We've added a self-only screen tint when your champion is in stealth for Akali, Kha'Zix, Le Blanc, Shaco, Talon, Teemo, Twitch, Vayne and Wukong.
Attack Speed Slows
Summary: Unless an attack speed slow was attached to a movement impairing effect (IE: Nasus' Wither), it was immune to cleanse or other forms of debuff removal. Now all attack speed slows can be cleansed and are treated like movement speed slows.
Context: Attack speed slows have been updated in order to have more consistent counterplay when it comes to their removal and application. Essentially we're looking to treat all slows the same, whether they're movement or attack speed based.
Affected Champions:
- Malphite - Ground Slam
- Gragas - Barrel Roll
Affected Items:
- Warden's Mail
- Randiun's Omen
Champions with CC-discarding ultimates
Summary: The following champions will now be affected by crowd control abilities after they complete their dashes, where previously they discarded all forms of crowd control at the end. Their spells will still be unstoppable, but any crowd control abilities landed throughout will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them succeptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete the ability, but they'll be snared at the end.
Affected Champions:
- Jarvan IV's cataclysm
- Nocturne's Paranoia
- Vi's Assault and Battery
- Malphite's Unstoppable Force
- Hecarim's Onslaught of Shadows
Champions

Ahri
Summary: Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai's Crystal Scepter. Spirit Rush's base damage and AP ratios have been reduced in addition to having its use time limit reduced.
Context: Ahri is a champion with a lot of strengths and few weaknesses - given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:
  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
  • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.
Essence Theft
- Now heals Ahri for a specific amount (scales with AP and champion level) each time her passive-enhanced spells hit an enemy
Fox-Fire
- Diminishing returns effect on same-target hits increased
- Fixed a bug which caused Fox-Fire to sometimes deal reduced damage to a target which should receive the standard damage amount
- Now counts as an AoE damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter
Charm
- Mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level)
- Now increases the magic damage Ahri deals to the target by a percentage for a few seconds
Spirit Rush
- Base damage reduced
- AP ratio reduced
- Spirit Rush time limit decreased
Corki
Summary: Corki's base attack speed has been reduced. Additionally, Missile Barrage's base damage has been reduced at earlier ranks while the cooldown between missile shots has been increased. The cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but he's now too overwhelming to play against. Here we're reducing excess power in a few areas: by reducing his base attack speed, this puts him more in line with other similar spell-based ADCs. Reducing Missile Barrage's base damage at early levels will help tone down Corki's currently overwhelming level 6 power spike. Finally, the increase of the cooldown between missile shots ensures Missile Barrage is a powerful sustained damage tool, rather than a burst damage source.
General
- Base Attack Speed reduced
Missile Barrage
- Base damage reduced at earlier ranks
- Cooldown between missile shots increased
- Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
Jarvan IV
Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
Dragon Strike / Demacian Standard
- Moderately reduced Jarvan's knockup collision radius
Leona
Context: Similar to the mana cost changes we've made to other higher skill ultimates, Leona's next in line.
Solar Flare
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Master Yi
Context: Our original reasons for having Meditate's mana cost scale so high no longer exist anymore, as they more specifically referred to AP Yi bullying lanes, or meditate refreshing multiple times in a fight.
Meditate
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Morgana
Summary: Tormaneted Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there will be variations due to how her new Tormented Soil works.
Context: This change is more of a modernization for Morgana's Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically we wanted to to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.
Tormented Soil
- No longer applies a Magic Resist reduction debuff
- Base damage per second decreased slightly (to accomodate other changes)
- Additionally deals a percentage of an enemy's missing Health as magic damage every second (capped at a flat amount versus minions and monsters)
- Damage application cadence increased
Rengar
Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to destealth at the beginning of his leap instead of throughout its duration in order to give his target a fighting chance.
Thrill of the hunt
- Rengar now de-stealths at the beginning of his leap when attacking a target from out of invisibility.
Shen
Context: Shadow Dash has had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary as it makes Shadow Dash a bit too easy to land in those situations.
Shadow Dash
- Collision radius has been reduced at the start and end points of the dash
Soraka
Context: Similar to the Leona change which is similar to the previous mana cost changes. At this point I may just say Wish's mana cost is too damn high.
Wish
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Swain
Summary: Carrion Renewal now restores a percentage of Swain's maximum mana on champion kill/assist rather than a flat amount. This will allow him to keep up his mana pools in lategame team fights.
Context: Despite being a champion that's hard to stop when ahead, Swain players often find themselves failing endgame in a situation where they would otherwise succeed due to the unforgivable nature of Ravenous Flock's mana ramp. We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels. With this change, it's possible for Swain players that focus on mana and durability to 'off-tank' during team-fights, utilizing the significant mana return from champion kills/assists to stay in engagements longer.
Carrion Renewal
- Now additionally restores a percentage of Swain's maximum mana on Champion Kill/Assist
Syndra
Summary: Syndra has had a number of useability improvements made to her abilities, where Scatter the Weak now indicates where a Dark Sphere will travel, and Unleashed Power will indicate how many Dark Spheres will be fired.
Scatter the Weak
- Range minorly increased
- Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
Unleashed Power
- Now has a counter over the icon that tracks the number of Dark Spheres that will be fired.
Teemo
Noxious Trap
- Fixed a bug where Noxious Traps gave experience on death
Tryndamere
Context: we are trying to reduce the mobility of Tryndamere so he can't just safely split push all day. We did, however, want to keep his mobility high in team fights, so we made Spinning Slash only reduce in cooldown when he critically strikes champions.
Spinning slash
- Now only reduces Cooldown if Tryndamere critically strikes champions
Viktor
Context: Similar to the Soraka change, which was similar to the Leona change, which was similar to the...
Chaos Storm
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Vladimir
Hemoplague
- Fixed a bug where this ability sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation.
Ziggs
Summary: Short Fuse has had its damage increased slightly. Bouncing Bomb can be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with Minefield not dealing decreased damage on multiple hits to minions and Mega Inferno Bomb dealing double damage to minions.
Context: We've improved Ziggs in terms of general utility while also trying to carve out his niche as a pushing / counterpushing champion more effectively. In this regard a lot of our changes are focused on the damage he deals to minions, but we've made some general damage buffs overall.
Short Fuse
- Max damage increased
Bouncing Bomb
- Bouncing Bomb can now be cast at targets outside of 850 range
- When cast outside of max range will fire in the direction but only travel 850 range
Satchel Charge
- Radius increased
Hexplosive Minefield
- Does not do decreased damage on multiple hits to minions
- Damage radius per mine increased
Mega Inferno Bomb
- Now deals double damage to minions
Zyra
Summary: Deadly Bloom's damage has been reduced but her AP ratio has been increased. Rampant Growth's passive cooldown reduction and early damage has been reduced, but its damage at later levels and range has been increased. We've also improved Zyra's overall useability with enraging plants / transforming seeds into plants by spells.
Context: Our overall strategy here was to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also wanted to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios are aimed at reducing her power as a support without hurting her capabilities as a mage.
Deadly Bloom
- Range minorly reduced
- Damage reduced
- AP ratio increased
Rampant Growth
- Passive cooldown reduced
- Plant base damage reduced at lower levels and increased at higher levels
- Reduced the delay before seeds can be stepped on by enemies
- Range minorly increased
- Fixed a bug where seeds would very sometimes not be turned into plants by spells
Stranglethorns
- Stun no longer persists for some duration after the knockup ends.
- Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
---

Crystal Scar

Map-Specific Changes: Self Healing Penalty
Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective. We've since reverted it.
- The -20% self-healing penalty has been removed from the Crystal Scar aura
Map-Specific Changes: Speed Shrine Buffs
Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
- The speed shine buff now decays over its buff duration
Crystal Scar and Twisted Treeline
Items

Grez's Spectral Lantern
Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
- Cost increased
- Damage slightly reduced
The Lightbringer
Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
- Cost reduced
- Now requires a Ruby Crystal instead of a Pickaxe
- Armor increased
- Lifesteal increased
- Gains 200 HP (from the Ruby Crystal)
- Damage reduced (from the removal of Pickaxe)
Twin Shadows
Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessbility, while the stats have been reduced to reflect the new cost.
- Cost reduced
- AP reduced
- MR reduced
- Active cooldown significantly reduced
- Wraiths are now affected by speed shrines
Hextech Sweeper
Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.
- Cost increased
- Fiendish Codex is replacing both Amplifying Tomes in the build
- HP reduced
- AP reduced
- Movement Speed has been removed
- Cooldown reduction increased and is no longer unique
Blackfire Torch
Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because not everyone that uses AP should get that free movement speed boost. AP casters however, should get it.
- Gains bonus movement speed
I'm going to also say this: first person to quote the entire post with a response of "cool" will get hurt. I'll probably also delete it. DON'T DO IT.


New Changes Made to the Friends List and Buddy Panel

Originally Posted by Riot (View RedTracker Source)

Hey PBE Community!

We've been working on more optimizations for the Friends List and Buddy Panel which will be deployed to PBE with today's patch.

The Friends List consists of the actual list of friends, their folders and the functions within that inner panel but does not include Recently Played or Ignore Lists. The Buddy Panel contains the Recently Played list, Ignore List, buttons surrounding the inner panel, custom status message and the Chat Room Control Panel.

1.jpg

Our focus on these changes was mainly to address pain points and performance issues when using these features.
  • Visuals updated
  • Buddy tooltip updated
  • Chat Room List visuals changed
    • Removed Nunu Icon
    • Font change
    • Public and Private chat lists are both viewable at once
  • Friends List Sort button moved to the Friends List header
  • More bug fixes to address performance and reliability

Everything should function as it always has, but we want to make sure that these improvements are solid and don’t break the way you guys use the Friends List, Buddy Panel or any of the connecting systems.

If you got a moment… add some friends, move ‘em around, check out the new Chat Rooms list (RIP Nunu icon). Let’s test these things A LOT and send us your feedback here. We’ll be checking on this thread regularly and reporting back to the team.

Thanks for all your help guys!

Plan for Vintage Limited Edition Skins

Originally Posted by Riot (View RedTracker Source)

Hey summoners,

For the past year, we’ve been exploring ways to solve a conundrum with Limited Edition skins. Here’s the crux of the issue:

  • During events from December 2009 through October 2011, we released 34 skins for a limited time and communicated they wouldn’t come back into the store.
  • Since then, our playerbase has grown so much that these skins are virtually never seen in game
    • The most common, Bewitching Nidalee, appears once every 971 games in NA
    • The least common, Ice Toboggan Corki, appears once every 116,586 games in NA
  • Every day we receive heartfelt emails with compelling stories from players asking for the chance to own or gift their favorite skin, either because they missed the brief store window due to travel, illness, deployment, etc., or because they hadn’t joined the LoL community yet.

We think it’s important to solve this, especially since we believe skins are primarily about self-expression and fun, not exclusivity. We’ve evaluated solutions such as a trading auction or achievement system, but each has significant negatives. We also feel that, while it’s important we solve this problem for the majority of players, it’s equally important that we preserve value for those who do own these skins.

Taking all that into account, we decided on the following solution:

  • The 34 Limited Edition skins will become available for purchase or gifting for a limited time during the following months:
    • Harrowing 2010 & 2011 skins during October 2013
    • Snowdown Showdown 2009 & 2010 skins during December 2013
    • Winter Games 2010 skins during February 2014
    • World Cup 2010 skins during June 2014
  • Given the reduction in exclusivity, we will be providing the following compensation to the original owners of these skins:
    • RP equal to the price they paid for the skin
    • Vintage treatment in the loading screen whenever they use the skin
    • Original Limited Edition skin owners will receive this exclusive summoner icon: 
  • Going forward these 34 skins will be considered Legacy skins, and may on rare occasion also come back for future events without additional compensation

Please note these changes don’t have any effect on:

  • Limited Edition skins that were once in the store but are not part of these events (Rusty Blitzcrank, Urf Warwick, Championship Riven, Riot Singed). If these skins are ever brought back, they will be treated similarly.
  • Earned Limited Edition skins that were rewarded for events or achievements and never appeared in the store (PAX Twisted Fate, King Rammus, Victorious Jarvan, UFO Corki, etc.). We have no plans to make these skins available.
  • Other Legacy skins (Riot K9 Nasus, Zombie Brand, Nottingham Ezreal, etc.), which may still come back into the store from time to time without compensation

We believe this is the best solution for the overall playerbase, and look forward to hearing your feedback. To answer your questions on this and other eCommerce decisions, policies and features, we’re hosting an AMA on Reddit, Tuesday October 15, at 12pm Pacific Time. See you there!


Here is the list of affected skins and when they will temporarily become available in the store (at some point during the month):

October 2013

December 2013

February 2014

June 2014

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