Unofficial PBE Patch Notes for 11/8/2013 - Sivir, Nunu Changes, Item Changes, Popstar Ahri's B Song, 5 of the Same Champ Mode!

Unofficial PBE Patch Notes for 11/8/2013

Patch 3.13 Notes (Official, Live) ]

PBE 3.14 Patch 1 ] [ PBE 3.14 Patch 2 ] [ PBE 3.14 Patch 3 ] [ PBE 3.14 Patch 4 ] [ PBE 3.14 Patch 5 ]

New Maokai Lore

"Maokai was once a peaceful nature spirit dwelling in an idyllic forest,but the arrogance of humans brought an end to that life.Now he is a gnarled shadow of his former self,twisted by dark magics that defied the natural order of life and death. Infused with power he never asked for, the mighty treant has become a vengeful force of nature,sundering his enemies with wild magic and iron-hard limbs as he searches Valoran for the means to restore the Shadow Isles to its former glory.

Before the Shadow Isles became a land of death, the islands teemed with natural life and beauty. This was never truer than in the isles' sacred forest: a paradise of thriving trees and countless species,both animal and spirit alike. When the king of the Shadow Isles ordered his sorcerers to crack open the barrier separating life and death, the forest served as a well of power the magi drank deeply from.

The sorcerers' ritual succeeded in corrupting the cycle of life and unleashing forces they could not hope to contain. Vitality seeped from every living thing in the Shadow Isles: great trees withered into gnarled husks,people warped into twisted shades, and forest spirits became hollow wisps. Maokai, the strongest spirit of the sacred forest,watched in horror as his world crumbled and died around him. He fought to mend the wound in the world,but could not halt the destruction wrought by the human folly. As the ghastly energies sought to overwhelm the great spirit, he made one last desperate attempt to preserve the life of the land.Maokai inhabited the ancient oak at the heart of the forest's spiritual power. There he gathered the essence of the isles into the tree as the corruption of undeath clawed hungrily at anything within reach.Fortified by boundless magic,Maokai could not be consumed entirely,though the spirit was not left unscathed.

Maokai,now saturated with the essences of life and death,became fused with the ancient oak and contorted into an abomination. For ages, pain and grief were the only companions the spirit had. His boughs grew heavy as he wept at the desolation of everything he had known and loved,and his roots tore from the earth as he raged at the reckless sorcerers that had ruined his home.But all was not lost. Maokai had preserved the last vital spark remaining in the Shadow Isles, and with it,the hope of returning life to the land.

Like moths to a flame, the tormented shades of the Shadow Isles were drawn to the living essence within Maokai. The spirit guarded the seed of life from the relentless undead, but Maokai knew he could not fend them off forever. He needed to escape the land of death his home had become,so he cast himself into the sea and trusted in nature to guide him towards a living land. There he hoped to find the means to cast out the forces of undeath and restore life to the Shadow Isles.

Maokai --
''To defy the natural order has consequences.''

Champion Changes


  • Body Slam [ E ] - Now costs 75 Mana (Up from 50 compared to last PBE patch) ( Back to Live Values)


  • Consume [ Q ] - Now heals himself for 70/115/160/205/250 (down from 90/130/170/210/250 compared to last PBE patch) (Down from 90 / 130 / 170 / 210 / 250 compared to Live)
  • Consume [ Q ] - Cooldown is now 13/12/11/10/9 Seconds (Down from 17/15/13/11/9 compared to last PBE patch) (down from 17 / 15 / 13 / 11 / 9 compared to Live)


  • Boomerang Blade [ Q ] - Now deals 15/40/65/90/115 damage to the first target (down from 60/105/150/195/240 compared to last PBE patch) (down from 60 / 105 / 150 / 195 / 240 compared to Live)
  • Boomerang Blade [ Q ] - Now deals 10% reduced damage to each subsequent target (down from 20% compared to last PBE patch) (down from 20% compared to Live)
  • Boomerang Blade [ Q ] - Now has a 70/80/90/100/110% of TOTAL AD ratio (changed from 1.1 BONUS AD)


  • Command: Protect [ E ] - Passive grants Magic Resist to the allied champion it is attached to (meaning yesterday's PBE change is reverted) (Back to Live Value)

Item Changes

Avarice Blade

  • Bottom of tooltip now says 'May be bought with another Gold Income item'

Brace of the Mountain

  • Renamed to 'Face of the Mountain'
  • Now costs 2000 (up from 1800)

Philosopher's Stone

  • Renamed to 'Nomad's Medallion'
  • UNIQUE Passive is renamed to Scavenger (from Harvest)

Shurelya's Reverie

  • Renamed to 'Icon of the Sun Disk'
  • UNIQUE Passive is renamed to Scavenger (from Harvest)

Philosopher's Pebble

  • Renamed to 'Ancient Coin'
  • UNIQUE Passive is renamed to Scavenger (from Harvest)

Emblem of Zeonia

  • Renamed to 'Relic Shield'

Shield of the Rakkor

  • Renamed to 'Targon's Brace'

Popstar Ahri's Recall Song

New Nasus W Icon

Seems there is a new icon for Nasus' W:

One for All Mode Now on the PBE!

Riot released the 5v5 Same champ teams mode for testing on the PBE

Originally Posted by Riot (View RedTracker Source)

Featured Gameplay Modes are about ready to burst onto the League! We have a variety of experimental modes - each with a unique spin on the classic League of Legends formula – that we’re looking to introduce one at a time. We’re limiting the availability of each mode so that you can try out a variety of different game types. After they’re brought down, we’ll check out your feedback as we develop new game modes - there’s always a chance that we’ll bring back the ones you love the most, too.

The first mode we’re introducing is One For All, which consists of two teams of five players all using the same champion. The One For All matchmaking queue will be featured on Summoner’s Rift, but you’ll be able to try the mode out on any League map via custom games. If you’ve ever dreamed of nuking an enemy team with five Final Sparks, chaining together a series of Unstoppable Forces or living forever with back-to-back Chronoshifts, now’s your chance.

We’re really excited to work with you guys on developing new game modes so let us know what you think. The team will be hanging out on the forums looking for inspiration and discussing awesome ideas!

Behind the Scenes on Featured Gameplay Modes

Originally Posted by Riot (View RedTracker Source)

Hey Everyone!

It's been roughly a month now since we first talked about One For All, our first featured game mode, and in that time our team has been hard at work getting the last few issues resolved. Starting this weekend we'll be testing the game mode on PBE. Given that, I wanted to take some time and give a bit of insight into some of the challenges we've run into getting the feature off the ground. As we promised in the initial discussion, we really want to strive for an open dialog about each of these game modes, and discussions like this will be the first of many steps along that vein.

One For All, at the outset, seemed like a pretty straightforward game mode to develop, but we ran into some unique challenges along the way. As some of you might have seen when One For All was temporarily "available" a few weeks ago, when multiple copies of the same champion are on the same team, their abilities tend to clash in unique ways (like only two Heimerdinger turrets per team, regardless of the number of Heimerdingers on the team). This was due to the way these abilities were coded, so our first road bump was to tidy them up - no big deal. The real challenges we faced came from more nuanced interactions.

A fundamental design principle that we value highly is that of "Intuitiveness" - effectively, when you look at a skill or ability can you easily extract what it will do when used. Big ice bolt that explodes? Probably does some damage and slows. Spell called "Transfusion" that pulls blood from the target? Probably a damaging and healing spell. Making champion abilities intuitive, even when multiple copies get stacked on top of each other, was an important project we wanted to tackle. An example here would be Akali's Twilight Shroud: should it stealth every Akali who enters it? Sure! What about giving them the magic resistance and armor bonus per additional shroud? Maybe not.

Here we decided to break apart each skill to identify their core fantasies. Like Akali's shroud, where the stealth was important while the defensive stats were secondary, we went through every ability in the game to create a roughly balanced experience. In two cases with Teemo and Karthus, however, we ultimately couldn't find a balanceable solution for them in blind pick and had to take more drastic measures. For this particular release, we opted to actually remove them from being selectable champions in the matchmaking queue, although they will be selectable in custom games for those who want to try. Fighting five Teemos was like reenacting World War 1 with landmines everywhere, and fighting five Karthuses (Karthi?) was just getting aced every 160 seconds. So... don't say we didn't warn you!

Another open question was determining how people would select their champion. In a matchmaking queue we needed a solution to help a group of random people come to a seemingly fair resolution. We knew we wanted a banning phase and, since the captain would be responsible there, we first started with having the captain choose the champion for their team. After a few playtests though we saw the captain just choose whatever champion they wanted, regardless of their team's input.

We next explored solutions with voting, hoping it would help drive toward team consensus. This didn't work out much better. In boardgaming there's a style of play called "Kingmaking," where a player stops playing to win and instead works to tip the scales in favor of another player - we saw the same approach adopted here as well. Frequently we'd see four players disagree and each vote for a unique champion, leaving the fifth player with a choice. Either they could vote for their own champion and maybe get it via random choice in a tie-breaker, or they could vote for one of the other champions that, while not their first choice, was still acceptable. The value of voting last quickly caught on, and soon everyone was waiting to last second, hoping to get that kingmaking opportunity. Ultimately the final solution we came to ended up being fairly simple, even though it took a while to reach: a champion would only be selected if it ended with a strict majority of votes instead of simply being "the most."

The final question we faced has more to do with game modes in general than One For All in specific: availability. After a lot of discussion, we came to the realization that if we wanted to deliver fun, unique game modes with a lot of ongoing player engagement, launching them as permanent fixtures whenever we felt confident enough to ship wasn't the best approach. Having a game mode permanently available has a number of costs, the first of which is increased stability and support costs across the entire game. While adding a single game mode has a known impact, the multiplicative effect of multiple game modes living side by side means we'd soon be bogged down by simply maintaining these game modes, unable to work on the next unique thing.

A second consideration is that having a game mode permanently available actually is a big restriction to the type of experiences we can create.  If we want the mode to have a healthy player base a year or two years from now, each game mode needs to be designed to remain engaging after thousands of hours of play.  Due to the difficulty of that task it means every game mode would take an exceptionally long time to develop, and we wanted to give you guys stuff much faster than that.  By intentionally going into this with the expectation that a game mode is temporary, it freed us up drastically, and it really allows us be much more experimental with the game modes we try. 

After we cycle out a game mode, we'll go back to the workshop to tinker with it based on player feedback and, in the meantime, we'll deploy a few other game modes we've thought up over the past while. This lets us rotate any number of game modes in and out as we refine them, and it gives us the freedom to even take community votes for a "player's choice" month!

For the release of One For All, the matchmaking queue will be for Summoner's Rift, but you'll be able to play the mode via custom games on any map. Please let us know what you think of this mode and what changes you'd like to see to it when or if it comes back. Have fun with the mode when it is released, and I look forward to talking with you again about the response and what is coming in December!

Oh god, Karthus and Teemo broke this game mode?

Well, it's less that they broke the game mode, and more that they broke the other team's will to live. 
so heimerdinger can now have more than 2 turrets per team?

oh god the trench warfare begins
It's... definitely a thing. I don't know if it's a good thing or not yet. <.<

If it gets too bad we can pull him too, but I wanted to see how it worked out on PBE with him selectable.
It doesn't work like that right now, but I could imagine you could construct that in a custom game if everyone was bought in.

what about the issues with champions like zed and orianna? have those bugs been fixed or are they just disabled?
They're fixed! You can now play soccer with Oriana all day if you like.
When you say the mode is available to use in customs does that include modes that you cycle out? Or does the cycled out mode get removed from customs too and then replaced by your new content?
When a mode is cycled out it gets removed from both the matchmaking queue and from custom games. We're definitely always oipen to bringing the mode back, but if we left it on in custom games we'd still have to pay that support cost which would slow us down a lot.
Don't know if you are taking ideas for other game modes, but here's one: every time you die you respawn with a different random champion but keep the same build.
I'm super interested in this mode myself. I think it'd be a lot of fun. Just gotta figure out how champion ownership figures in...
Will aura items be disabled in this mode? If a team coordinated together to stack that...they'd be hella scary.

EDIT: Oh, and for extra modes, have you thought about "dodgeball?" I.e. make a very small map with champs who have skillshots trying to kill eachother only with their skillshots. Deactivate autoattacks and have "rounds" where players need to wait until their team dies or wins to respawn.
We've modified most character auras so you only get two stacks, the one you apply to yourself and the one an ally applies to you. That seemed like a good balance of power vs effect. And yeah, Dodgeball constructed in the right way on HA I think would be great!
It says in the picture summoner's rift for One for All. Why isn't it on the aram map? I feel summoner's rift is too big for One or all.
You'd be surprised actually, the game works really well on SR. It's also really funny to see people figure out how the hell they're supposed to be an effective jungler with Annie or Ashe. You'll of course still be able to play on HA via the custom game flow if you want.
What seemed cool about this mode (when it was "unofficial" was the things like 5 blitz vs 5 blitz, or 5 Zed vs 5 Zed. From this comment you made, I'd assume it's gonna be 5 X vs 5 Y and not 5 X vs 5 X? 

You seem to create a problem on your own. If there's 5 Karthus on 1 team, well the answer, as we all know it, is always Karthus.
For this time around we made the call to do 5x vs 5Y, because we figured people could still do 5X vs 5X in custom games if they wanted to.
Also, why do you try to defend the players so much? It's not like it's going to be competitive or anything, So when you talk about the "support" costs, it really just is you basically saying "if we eventually have to balance the game according to this game type (game mode specific balance changes) which tbh, doesn't really matter. 

You see, some people take ARAM more seriously than others just for the fact that it's a different game type on its own. It's really not the same as SR or TT for example.(which also have a competitive community).

This All for One game type is anything but competitive, it's pure and simple fun. Why can't you just leave it be?

BTW, I'm not trying to be mean or anything, I love the fact that it's finally taking shape. Just my two cents.
Nah, you misunderstood what I meant by support costs. What I mean is that with each additional game mode it greatly increases the QA cost and dev time for any change. Especially as our game modes get crazier and crazier the overhead of testing to make sure that a specific skill change or scripting alteration doesn't break a character in every game mode gets higher. Balance is an important concern, but it's actually secondary to the overhead of just making sure things still work.
So for One For All what happens if one of your teammates does not own a specific champion? Is it still possible to select that champion? Or is your team limited to only champions that all 5 players share?
As long as one player on your team owns the champion everyone will be able to play as it.


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