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  1. #21
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    New patcher and UI VU on the PBE. I will get pics tonight if I remember.


  2. #22
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    Newest Sona Update
    Here's Fearless with an update on tonight's Sona changes and an up to date changelist for the rework!
    "Hey all!
    More updates for Sona. The main goals here were to address the frustrations with universally increased cooldowns, give Sona more to do in lane and in team fights, while maintaining some high impact play making space.
    Change Highlights:

    Q - Hymn of Valor
    Cooldown reduced to 8 from 10 seconds.
    Bolt Damage reduced to 40/80/120/160/200 from 50/100/150/200/250
    Attack Bonus reduced to 20/30/40/50/60 from 40/50/60/70/80
    Mana cost increases reverted to live values.

    E - Song of Celerity
    Cooldown increased to 12 seconds from 10 seconds
    Bugfix - AP scaling now as the full intended effect. Previously was not increasing ally or self buffs correctly.
    The Q changes should give Sona more windows to fight and feel active in her lane, while E is to preserve the high moments the ability can have now that it's functioning as intended.
    Questions for feedback:
    What mode were you playing in?
    How many games have you played with the Sona Update?
    What was your laning experience like?
    What was your team fight experience like?
    Are there things you would want to do differently in future Sona games?
    What strengths and weakness do you feel Sona has from your play experience?
    How did you feel about the updated Ult particles?
    Full changelist below, as it's been quite a while:
    Q Passive does 50% bonus damage (reduced from 100% bonus damage)
    Q - Hymn of Valor
    Cooldown increased to 8 seconds from 7 seconds
    Damage decreased to 40/80/120/160/200 + (50% AP) from 50/100/150/200/250 (+50% AP)
    Aura now grants 20/30/40/50/60 (+25% AP) bonus magic damage to allies on next attack
    No longer grants AP/AD
    Aura lasts 3 seconds, extended by 0.5 seconds for each ally tagged
    W - Aria of Perseverance
    Cooldown increased to 10 seconds from 7 seconds
    Initial cast now heals Sona plus lowest health nearby ally for 25/45/65/85/105 + (20% AP) down from 40/55/70/85/100 (+25%AP)
    Heals now scale with the target's missing HP +1% healing for each 1% missing health (max 50/90/130/170/210 + (40% AP))
    Mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
    Aura now grants a shield that blocks 40/60/80/100/120 + (20% AP) damage and lasts for 1.5 seconds.
    No longer grants Armor/MR
    Aura lasts 3 seconds, extended by 0.5 seconds for each ally tagged
    E - Song of Celerity
    Cooldown increased to 12 seconds
    Initial cast grants Sona a boost of 13/14/15/16/17% + (7.5% AP) Movement Speed that decays down to the ally boost
    Aura now grants allies 10/11/12/13/14% + (3.75 AP) Movement Speed that lasts for 1.5 seconds.
    Aura lasts 3 seconds, extended by 0.5 seconds for each ally tagged
    Sona's Movement Speed buff is also extended by 0.5 seconds for each ally tagged
    Initial cast unchanged
    Each rank of ult now increases the power of Sona's auras, as well as the self boost of Song of Celerity
    +10/20/40 Magic Damage for Hymn of Valor
    +10/20/40 Shield for Aria of Perseverance
    +2/4/6% Movement Speed for Song of Celerity
    Thanks All!"

    A new "Tantrum" texture for the resource bar ( where you normally see Energy, Mana, or even Mordekaiser's shied )
    Probably new champ resource

    Context on Vel'Koz changes
    Over on the PBE community, Riot Repertoir has posted a context thread and changelist for the recent PBE changes for Vel'Koz !
    "Hey guys,
    You may or may not have noticed that there are Vel'Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel'Koz on the whole.
    Let's start with what our goals for Vel'Koz generally as a champion. When making Vel'Koz, one of the most important things that had to be true about Vel'Koz is that he fulfills the role of a terrifying laser face melter. On his release, I'd say it's fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat - Ability Power. I definitely understand that Vel'Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support. That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick's Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel'Koz and an incredibly dangerous moment for opponents. Given how his R's damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel'Koz's release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he's been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that's why you'll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.
    Again, I'd like to reiterate that we are aware that support Vel'Koz's damage will take a hit if we go through with these changes, but it is our intention that Vel'Koz's character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character's ultimate is the only change that moves him out of the support position, then that's probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.
    On the note of utility, we are indeed looking at reducing the slow on Vel'Koz's ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel'Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.
    All other changes on Vel'Koz are aimed at just making various spell effects better match their visuals.
    That's a lot of text though! Here's what we're looking at for PBE stuff to test for now...
    W - Void Rift
    W1 missile width increased to match W2
    R - Lifeform Disintegration Ray
    Range increased to 1550 from 1500
    Base damage reduced to 350/475/600 from 500/700/900
    Ability Power Ratio increased to 1.5 from 0.6
    Slow reduced to 15% from 20%
    Slow now stacks on targets up to 5 times, up from 1
    Hope this helps to clarify things,
    Repertoir "

    Balance Changes
    * Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.


    Concussive Blows ( Passive ) passive trigger damage lowered to 32 (+8 per level ) from 38 (+12 per level )
    Stand Behind Me ( W ) mana cost increased to 50/55/60/65/70 from 30/40/50/60/70
    Glacial Fissure ( R ) his four second slow field's slow duration reduced to .25 seconds from 1.5 seconds
    Glacial Fissure ( R ) knock up time reduced to 1/1.3/1.5 from 1.5 at all ranks
    Glacial Fissure ( R ) slow field amount reduced to 40/50/60% from 60% at all ranks

    Base attack range lowered to 500 from 550
    Neurotoxin ( Human Q ) range decreased to 500 from 625***
    [ Context: now targets from hit box to hit box instead of center to center. Pwyff hascommented this makes the range reduction closer to 50 UNITS not 125 UNITS ]
    Cocoon ( Human E ) missile width decreased to 55 from 70
    Rappel ( Spider E ) range decreased to 700 from 925***
    [ Context: now targets from hit box to hit box instead of center to center. Pwyff has commented this makes the range reduction closer to 100 UNITS not 225 UNITS ]
    [ ***Context: Pwyff dropped off additional context on these changes, saying:

    "Quick thing on the Elise changes: they've also been modified to judge distance from edge of hitbox to edge. The TLDR is that some abilities judge distance from the center of the champion (like dead center) and then draw a straight line to the dead center of their target. That's center-to-center distance.

    Hitbox to hitbox takes into account champion size (average is like... 65 units? 60 units?) as it goes right from the edge of the champ hitbox. Basic attack ranges us edge to edge distance.

    So while these range changes seem significant for Elise (they're still significant, don't me wrong), there's accounting for roughly ~100 units that are being added onto this as a result of shifting from center-to-center to edge-to-edge. If it's a Cho'gath it's sort of a weird buff (at least for Q)."
    Update: Pwyff clarified "Pulled some numbers on the Elise changes, going from center-to-center to edge-to-edge hitboxes is roughly +75 range. So the range changes could be considered roughly a 50 range reduction on Q and a 100 range reduction on Rappel.]
    Hate Spike ( Q ) base damage lowered to 30/45/60/75/90 from 40/60/80/100/120
    Hate Spike ( Q ) AP coefficient now scales per rank .35/.40/.45/.50/.55 from .45 at all ranks
    Hate Spike ( Q ) bonus AD coefficient now scales per rank .50/.55/.60/.65/.70 from .50 at all ranks.
    Hate Spike ( Q ) mana cost lowered to 12/18/24/30/36 from 16/22/28/34/40

    Barrel Roll ( Q ) now deals 70% damage to minions

    Drunken Rage ( W ) mana cost increased to 30 from 0
    Drunken Rage ( W ) damage reduction now lasts for 2.5 seconds down from 3 seconds
    Drunken Rage ( W ) cooldown changed to 8/7/6/5/4 from 8/7.5/7/6.5/6

    Buckshot ( Q ) enemies hit with multiple bullets now take 40% damage from each additional bullet, up from 35%
    Collateral Damage ( R ) initial damage increased to 250/400/550 from 250/350/450
    Collateral Damage ( R ) explosion damage increased to 200/320/440 from 200/280/360

    Rampage ( Q ) mana cost reduced to 24/26/28/30/32 from 24/28/32/36/40

    Tailwind ( Passive ) range increased to 1000 from 800

    Howling Gale ( Q ) has been reworded and now specifically mentions how powerful the spell gets as it charges.
    Howling Gale ( Q ) maximum knock up time is now 1.25 seconds for full charge up from 1.
    Howling Gale ( Q ) cooldown now starts as soon as it is cast.

    Righteous Fury ( E ) AP ratio on both parts increased to .25 from .2
    Intervention ( R ) cooldown lowered to 100/90/80 from 110/95/80

    Base HP lowered to 400 from 440
    Health per level lowered to 87 from 88
    [ Context: Kog'Maw's Health per level on live is 84. This is a nerf to a previous change. ]
    Caustic Spittle ( Q ) MR/Armor shred changed to 12/16/20/24/28 from 20/22/24/26/28

    Ice Shard ( Q ) cooldown lowered to 6/5.25/4.5/3.75/3 from 6/5.5/5/4.5/4
    Ring of Frost ( W ) AP ratio down to .4 from .6
    Frozen Tomb ( R ) slow increased to 30/45/75% from 20/30/40%

    Distortion ( W ) mana cost lowered to 80/85/90/95/100 from 80/90/100/110/120

    Lee Sin
    Safeguard ( W 1 ) shield duration lowered to 2 seconds from 4 seconds
    Cripple ( E 2 ) no longer lists that it reduces attack speed ( which was 20/30/40/50/60% )

    Relentless Pursuit ( E ) no longer lists it reduces slow effects
    Relentless Pursuit ( E ) cooldown increased to 18/17/16/15/14 from 14/13/12/11/10

    Glitterlance ( Q ) no longer lists it's minimum slow decay % AP ratio of .13 AP

    Whimsy ( W ) movement speed duration lowered to 3/3.5/4/4.5/5 seconds from 5 seconds at all ranks
    Whimsy ( W ) mana cost lowered to 65 at all ranks from 65/70/75/80/85

    Illumination ( Passive ) base damage lowered to 10 + ( 8 x level) from 10 + ( 10 x level )
    Illumination ( Passive ) now has a .2 AP scaling up from 0!
    [Context: This was a change that was actually in an earlier PBE update but I missed it. Sorry!]

    Base movement speed lowered to 335 from 340
    Ebb and Flow ( W ) cooldown increased to 10 seconds from 9 seconds

    Undertow ( Q ) cooldown reduced to 7 from 8 seconds
    Vicious Strikes ( W ) increased healing from all sources changed to 1% for every 2% of health missing from 1% for every 2.5% of health missing.
    Ragnarok ( R ) cooldown lowered to 100/90/80 from 120/100/80

    Tremors ( R ) now has a range indicator when you hover over it on your ability bar, nothing else about the spell has changed.

    ( The tool tip is a little messed up )
    On The hunt ( R ) movement speed bonus reduction time increased to 2/4/6 seconds from 2/3/4 seconds

    As mentioned above, the work in progress rework and all changes we saw last PBE cycle are back and Sona has received updates to her textures!
    To recap on the changes that have been worked on during the last cycle, here's an up to date Sona change list based on Fearless's three PBE community posts ( 1, 2, 3 )
    Base armor increased to 15 from 12

    Passive - Power Chord:
    Q Powerchord amplification down from +100% damage to +50% damage
    Q - Hymn of Valor
    Creates a 350 unit aura that lasts for 3 seconds.
    Sona and allies touched by the aura get 20/30/40/50/60 (+0.25 AP) bonus magic damage on their next auto attack. Buff lasts 3 seconds
    Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
    Damage lowered to 40/80/120/160/200 from 50/100/150/200/250
    Cooldown increased to 8 seconds from 7 seconds
    No longer grants persistent AP and AD aura
    Mana cost increased by 10 at all ranks (55/60/65/70/75) Mana cost back to 45/50/55/60/65
    W - Aria of Perseverance
    Initial cast heals Sona plus the lowest health nearby ally for 20/40/60/80/100 (+ 0.2 AP) heath. This heal is increased by 1% for each 1% missing health of the target.
    Creates a 350 unit aura that lasts for 3 seconds.
    Sona and her allies touched by the aura get a shield that blocks 40/60/80/100/120 (+0.2 AP) damage.
    Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
    Cooldown increased to 10 seconds from 7 seconds
    No longer grants persistent MR and Armor aura
    Mana cost increased by 10 at all ranks (70/75/80/85/90)
    E - Song of Celerity
    Initial cast grants Sona a boost of 13%/14%/15%/16%/17% + (7.5% for every 100 AP) move speed. This decays down to the amount Sona grants to her allies.
    Creates a 350 unit aura that lasts for 3 seconds
    Grants allies touched by the aura 10%/11%/12%/13%/14% move speed for 1.5 seconds.
    Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
    Cooldown increased to 12 seconds from 7 seconds
    No longer grants persistent move speed aura
    No longer grants allies % move speed on cast
    R - Crescendo
    Ranking up Crescendo increases the strength of Sona’s auras
    +10/20/30 magic damage for Hymn of Valor
    +10/20/30 extra shield for Aria of Perseverance
    +2%/4%/6% move speed for Song of Celerity
    Crescendo has new VFX that more accurately show the affected area of the spell

    Dark Passage ( W ) now shields Thresh and up to one ally from all nearby allies.

    The Box ( R ) now lists "no damage" on remaining walls once one is broken, down from half

    Rocket Jump ( W ) slow duration now 1/1.5/2/2.5/3.0 from 2.5 at all ranks
    Explosive Shot ( E ) dot damage lowered to 80/125/170/215/260 from 110/150/190/230/270

    Base damage increased to 49 from 46

    Attack speed per level increased to 4 from 3.1
    Final Hour ( R ) bonus AD increased to 30/50/70 from 25/40/55

    [ Context: R bonus AD Increased as the result of a bug fix. More info here ]

    Chain of Corruption ( R ) cooldown decreased to 110/90/70 from 120/105/90

    Void Rift ( W ) initial blast width increased to better match the second explosion ( ~22.5 increase )
    Life Form Disintegration Ray ( R ) range increased to 1550 from 1500
    Life Form Disintegration Ray ( R )damage increased to 350/475/600 from 300/450/600 (live values are 500/700/900)
    Life Form Disintegration Ray ( R ) AP ratio increased to 1.5 from .6
    Life Form Disintegration Ray ( R ) slow reduced to 15% from 20%
    Lifeform Disintegration Ray ( R ) now lists the slow stacks up to 5 times
    [ CONTEXT: Remember Vel'Koz received changes in multiple patches so far this cycle! See this thread byRiot Repertoir for more on this cycle's set of changes. ]

    Mega Inferno Bomb ( R ) cooldown increased to 120 at all ranks from 120/105/90


    Fizz [ Source ]
    Q - CD increased by 1 second at all ranks
    E - CD increased to 16/14.5/13/11.5/10 from 16/14/12/10/8


    Banshee Veil
    Spell shield unique passive now refreshes after 40 seconds up from 25

    Blackfire Torch
    Unique active cooldown increased to 90 seconds from 60 seconds.

    Chalice of Harmony
    Magic resist lowered to 20 from 25.

    Deathfire Grasp

    Unique Active cooldown increased to 90 seconds from 60

    Entrophy ( Aram / Domininon )
    Active reduces movement speed and deals true damage over 2 seconds, down from 2.5

    Gold per 10 reduced to 2 from 4
    Frost Queen's claim
    Gold per 10 reduced to 2 from 4

    Nomad's Medallion
    Mana regen per 5 reduced to 5 from 7
    Now grants +10 movement speed

    Rylai's Crystal Scepter
    Health reduced to 400 from 500
    AP increased to 100 from 80

    Spirit of the Ancient Golem, Quill Coat, The Lightbringer, Hextech Sweeper, Grez's Spectral Lantern
    Unqiue active that makes a ward now named "Hunter's Sight" rather than having no name.

    Talisman of Ascension
    Health regen increased to 15 from 10
    Cooldown reduction decreased to 10% from 20%
    Now grants 20 movement speed

    Summoner Spells

    Exhaust now reduces "Movement Speed and Attack Speed by 30%, Magic and Armor resist by 10, and damage dealt by 40% for 2.5 seconds" from "Damage dealt by 50% and attack speed and movement speed reduction by 30%"
    Damage dealt reduction reduced to 40% from 50%
    Now Reduces armor and magic resist by 10

    Heal amount now 75 ( 15 x level ) so 90 ( level 1 ) - 345 ( level 18 ) from 95 - 475

    TTL Jungle Mobs

    Wolves [?]
    Small Wolf damage increased to 20 from 16.
    Small Wolf crit chance lowered to 0 from 25%
    Large wolf damge increased to 40 from 28
    Large wolf crit chance lowered to 0 from 25%.

  3. #23
    BG's worst Rangers fan
    Fleury 2; Lundqvist 0
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    BG Level
    FFXIV Character
    Bad Karma
    FFXIV Server
    FFXI Server
    WoW Realm

    because thats not hard to read

  4. #24
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    PLEASE READ FIRST: All of this has been stated to be very experimental! They said they are going to start using the PBE for absolutely crazy stuff. I don't see all of this hitting live in the new season, but I could see some of it happening.

    Post from Riot about the new jungle:

    Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I'm going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.
    These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I'd love to hear your suggestions for what cool Dragon bonuses could be - and I know we're still heavily iterating on the Jungle.
    I'm going really light on context in this post because this isn't an official patch notes - I just wanted to get a good list of details out there so you guys have some inkling of what's going on when the stuff gets deployed to PBE.
    As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.
    Fountain Regeneration
    Improving feel of regeneration in fountain
    Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.
    Stat Growth Per Level
    Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages
    Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
    Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.
    Bounty Changes
    With Stats Growth Per Level changes, early advantages are somewhat diminished - thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth
    Kill gold is no longer reduced before 4 minutes.
    Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.
    Death Timers
    Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage
    Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.
    Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower
    Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets
    Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
    Tower Armor and Magic Resistance have been normalized to 100.
    Tower HP has been set to the following:
    Outer: 2000 Health
    Inner: 2000 Health
    Inhibitor: 2500 Health
    Nexus: 2000 Health
    Inner Towers have a new mechanic - Shielding:
    Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
    While the shield holds, nearby champions gain a moderate shield as well.
    Inhibitor Towers have a new mechanic - Beam:
    Inhibitor Towers attack their target continuously, up to 4 times a second.
    Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
    Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
    Ramp is reset when Inhibitor Towers change targets.
    Base Tower regeneration reduced to 5 hp/5 from 15 hp/5
    Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power
    Minions no longer gain Armor and Magic Resistance
    Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.
    Homefield Advantage
    Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics
    While a character is in their own base, they receive a movement speed and minor resistance bonus.
    Inhibitor Respawn
    Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially
    Inhibitors respawn timers increased to 300 seconds from 240.
    Blue Buff
    Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios
    Blue Buff duration reduced to 120 seconds from 150.
    Red Buff
    Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages - we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege
    Grants you 1% of your maximum Health every 5 seconds.
    Duration reduced to 120 seconds from 150.
    Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
    Burn damage rescaled to 5-56 damage per second from 10-44 damage
    Burn damage now applies to Towers
    New Powerup: Still Waters
    Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power
    In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
    This buff confers:
    +50 out of combat movement speed.
    Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.
    Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game
    Elixir of Fortitude and Brilliance have been removed.
    You may only benefit from one elixir at a time.
    Elixirs may only be bought when your champion is level 9 or above.
    Elixir price increased to 400 gold.
    New Elixirs added:
    Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
    Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
    Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
    Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.
    Baron Nashor
    Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out
    Health and Regeneration removed (AD and AP boost remain the same)
    Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds. This also massively heals you and grants you an 8 second movement speed buff once it finishes.
    Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type:
    Melee Minions: Gain 80% damage reduction from almost all damage types
    Ranged Minions: Gain increased damage and a minor increase in range.
    Siege Minions: Gain massive increases to range - such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
    Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.
    Dragon bonuses adjusted to be more 'back-loaded' so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game
    Slaying Dragon now grants you a stack of 'Dragonslayer' which grants different permanent bonuses depending on how many Dragons you've slain.
    Stack 1: Increased Regeneration
    Stack 2: Increased AD / AP
    Stack 3: Increased Movement Speed
    Stack 4: Increased Health
    Stack 5: Triples all other bonuses
    Dragon gives 50% reduced XP, compared to live.
    Dragon no longer grants global gold.
    Dragon deals 20% increased damage to units for every Dragon their team has slain.
    Dragon takes 7% reduced damage from units for every Dragon their team has slain.
    Itemization Updates
    Enchantment: Captain's
    Removing overlapping mechanics from Elixir of Ruin and Baron Buff - and most people didn't use Captain's for this purpose anyway
    Minion MS amplification removed.
    Armor and Magic Resistance
    Resistances are inherently reactive buys - and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be
    All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
    Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
    In effect, there is now no meaningful difference between 'Chain Vest/Negatron Cloak' items vs. 'Cloth Armor/Null Magic Mantle' items as they will all build from the same root.
    Health and Mana Regeneration
    We're swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently - as well as allowing these items to more naturally scale as the game goes on.
    Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
    % Base Health / Mana Regeneration take into account your champion's Health and Mana regeneration and any Health and Mana regeneration they gain per level.
    This does not take into account: skills, masteries, runes and other sources other than your champion statistic.
    Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.
    New Items
    Crystalline Bracer
    Recipe: Rejuvenation Bead + Ruby Crystal
    Grants Health and Regeneration.
    Righteous Glory
    Recipe: Catalyst + Crystalline Bracer
    Grants Health, Mana and Regeneration
    Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.
    Warmog's Armor
    Health reduced to 800 from 1000.
    Regeneration triples when out of combat.
    Cost slightly reduced.
    Raptor's Cloak
    Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead
    Grants bonus movement speed when near turrets or Zzrot Gates.
    **Zz'rot Portal**
    *Recipe: Raptor Cloak + Negatron Cloak*
    Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.
    Edit: Not currently in this build. Also no one spells like that.
    Recipe: Raptor Cloak + Kindlegem
    Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
    Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)
    Jungle is different now. For reasons!
    Reasons that are outlined in the previous PBE post. Don't look at me like that.
    1. Jungle Difficulty and Rewards have been increased
    2. Red and Blue buff timers moved to 2:30
    New Jungle Camp: Scuttle crab
    This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game
    Spawns in top and bottom river and patrols the river it is in.
    Is not hostile - tries to run away from enemy champions.
    Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.
    Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it - this ensures that the Jungler always potentially benefits more from the Jungle than other roles
    Brambleback (Elder Lizard)
    Restores a large amount of Health.
    Blue Guardian (Ancient Golem)
    Restore a large amount of Mana.
    Krugs (Ancient Golem)
    Grants Gift of Heavy Hands - adding Execute Damage to your attacks.
    Gromp (Large Wraith)
    Grants Gift of the Toadstool - grants Toadstool Armor, poisoning enemies that attack you.
    Raptors (Wraith Camp)
    Grants Gift of the Eagle Eye - grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward
    Murkwolf (Wolf Camp)
    Grants Wolf Sentry - A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it'll run at them and alert you to his position.
    Jungle Itemization
    Jungle itemization has been overhauled - all existing jungle items have been removed.
    Hunter's Machete
    Hunter's Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters.
    Hunter's Machete can only be bought if you have Smite as a Summoner Spell.
    Hunter's Machete now upgrades into 4 items that amplify or change your Smite ability - depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle
    Stalker's Blade
    After killing 3 monsters, you can smite enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.
    Poacher's Knife
    Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown - has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.
    Skirmisher's Saber
    Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion - doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.
    Ranger's Trailblazer
    Upgrades Smite to Desolating Smite - which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.
    The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to
    Enchantment: Warrior
    * Grants AD and Life Steal
    Enchantment: Magus
    * Grants AP and CDR
    Enchantment: Juggernaut
    * Grants Health, CDR and Movement Speed
    Enchantment: Slayer
    * Grants AS, CDR and a stacking AS buff"

  5. #25
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    The Sum up:

    Smite is now 60 sec cooldown, big buffs have been changed to spawning at 2:30.

    Smite now grants a small (some don't seem so small) buffs from every camp. Golems = execute buff, wolves = zone enemy detection, wight = poison armor, wraiths = ward detection.

    All new hatchet items, can only be purchased with Smite as a summoner.

    Hatchet builds into 4 different items, then upgraded with a 4 different enchants. Very flexible and it looks like it is designed to support all different jungle types.

    Towers now are more anti-split, anti-siege. Inner turrets have a regenerating shield that also gives defenders shields. Inhib turrets are now shoot lazzzzors.

    New jungle "camp", wandering crab in the river that gives a movement speed buff and vision.

    HP and MP regen normalized to be a percentage of base HP/MP, and flat regen removed.

    Dragon gives a stacking buff (each stack does something different), but each buff increases damage taken from dragon and decreases damage taken by dragon. (For LCS viewers this is probably going to be the most interesting change by far, but I also think it is the most likely to be removed.)

    Baron buff no longer grants HP/MP regen but buffs local minions a ton, probably to make it easier to break sieges.

    New split pushing buff at top and bottom of river that increases move speed and grants vision when not moving.

    Some new and potentially crazy items. (one opens a gate to release an additional wave of minions o.O)

    All new Elixirs (4) with individual effects.

  6. #26

    I think they need to almost add in minion buffing. Something you can buy over time for your minions or temp buffs for say 2-3 waves. Like the flag, except you buff all 3 of your next catty minions for 1k gold or something. Buy them more HP/Attack/Add "5 minutes" to how long the game has been going for them.

  7. #27
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    Quote Originally Posted by Dantrag View Post
    I think they need to almost add in minion buffing. Something you can buy over time for your minions or temp buffs for say 2-3 waves. Like the flag, except you buff all 3 of your next catty minions for 1k gold or something. Buy them more HP/Attack/Add "5 minutes" to how long the game has been going for them.
    That is what baron buff is doing on the PBE basically.

  8. #28

    I know, but I'm talking about being able to spend gold for it. And for a global minion buff, not just ones you're near.

  9. #29
    Sandworm Swallows
    Join Date
    Dec 2006
    BG Level

    Quote Originally Posted by Dantrag View Post
    I know, but I'm talking about being able to spend gold for it. And for a global minion buff, not just ones you're near.
    I don't know, that is pretty game breaking and also destroys the delicate balance in controlling wave direction.

  10. #30
    Shootin' rocks at monsters
    Join Date
    Sep 2007
    BG Level
    FFXI Server

    Quote Originally Posted by Dantrag View Post
    I know, but I'm talking about being able to spend gold for it. And for a global minion buff, not just ones you're near.
    This seems like a really, really bad idea in a lot of ways.

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