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[8/23/2013] Tentative PBE Changes & Discussion (3.11)

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Riot Pwyff

Player Communications

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08-23-2013

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.

Draven
Context: Right now we know that Draven's passive can feel a little more powerful - both functionally and visually - so we're experimenting with it to see if we can get it to a better place while making it more relevant later in the game. Another note is that this change may not make it in this upcoming patch.

League of Draven
- Now consumes all stacks on kill to reward Draven with gold, up from only consuming half.
- Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills that consume a large number of stacks.
Fiora
Context: Fiora players have suffered for some time with how unreliable Blade Waltz is as an ultimate ability (it can even be interrupted if she loses vision). We've made some changes that will help her quality of life when using Blade Waltz.
Blade Waltz
- Will now choose untargetable and invisible targets if necessary to continue Blade Waltz. If Fiora needs to jump to such a target to continue the Blade Waltz, she will do so, though Fiora will still fail to deal damage to untargetable/invisible units to which she jumps.
Galio
Summary: Idol of Durand's cooldown reduced at all ranks and his mana cost has been reduced to a flat number (lower overall) at all ranks.
Context: Galio's powerful ultimate has several measures in place to keep it in check, but those counters in addition to his resource costs (mana / cooldowns) are currently too constraining overall.
Idol of Durand
- Cooldown moderately reduced
- Mana cost significantly reduced at later ranks (to a flat cost across all ranks)

Olaf
* Special Context: These changes are in a high state of flux, so providing a direct summary and/or context post won’t be enough here. Instead we’ll focus on our overarching goals and will provide more insight as we go.

Our core problem with Olaf has been that, when played well, his kit allowed him to circumvent a lot of healthy gameplay interactions within League of Legends. A good Olaf played well was entirely dependent on his player's skill level (since his kit had built-in mechanics to ignore relevant counterplay). These changes are to make Olaf more powerful while still giving his opponents options to learn and play against him.

We’ll discuss the difficulties of balancing around Olaf in the future, but for now our goals are to create more gameplay and counterplay within Olaf’s kit so that he remains true to his character design, but isn’t an overpowering presence within the competitive scene like before.
General
- Base Mana moderately reduced
- Mana per level moderately reduced
- Attack Speed per level moderately reduced
- Attack Damage per level moderately reduced
Undertow
- Base Damage moderately reduced
- Slow Percent moderately increased
- Slow Duration moderately reduced (based on distance traveled)
- Slow no longer decays
- Minimum distance added
- Axes now stick in walls and structures only if they would land in impassible terrain
- Axes now make jungle monsters ignore unit collision to enable Olaf's Axe pickup play in the jungle better
Vicious Strikes
- Mana cost significantly reduced at later levels (to a flat cost across all ranks)
- Now provides % extra healing for every __% health Olaf is missing
- Health ratio removed from AD component
- Base Damage significantly increased
- Lifesteal minorly reduced
- Spellvamp removed
Reckless Swing
- Cooldown moderately increased
- Damage moderately reduced reduced (more at later ranks)
- Bonus AD ratio added
- Cost is equal to __% of total damage dealt (unchanged ratio)
- Basic attacks lower the cooldown of Reckless Swing
Ragnarok
- Cooldown changed to be higher at lower levels and lower at later levels
- Mana Cost removed
- Now provides Armor / Magic Resistance passively
- Active Reworked: Now removes the passive portion of the ability while active, grants a significant AD bonus
- Olaf now turns Red when Ragnarok is active
- Retains his immunity to disables
Zac
Summary: Zac's bloblet drops are now more contestable by opponents in lane.
Context: This is a bit of a complicated change to Zac, but one we felt would be better for his overall health rather than continuing to reduce his numbers due to his high power. When we first designed Zac, our initial concern was that his bloblets would be difficult to use if we didn't stack the bloblet variables in Zac's favor (IE: counting as "picked up" for Zac if he is within a certain distance even if his opponent is closer, or having a brief window of invulnerability to being squished but free to pick up). As we've seen in competitive and normal play, however, this was proven to not be the case and Zac's ability to sustain and bully in lane with his bloblet regeneration is just too strong. We've since recoded Zac's bloblets in a variety of ways so that Zac's opponents will have a fair and equal chance to stomp out his bloblets in lane.
Cell Division
- Adjusted passive chunk drops to be more contestable in lane

General

Attack Speed Buffs
Context: Champions previously only saw the benefit of attack speed buff skills after activating the skill and attacking once. These changes mean Champions with the relevant steroid skills (Graves, Twitch etc.) will see the increased attack speed instantly rather than after their next attack.
- Fixed a bug that now all the temporary attack speed buff would effective immediately, rather than after first attack

Twisted Treeline and Crystal Scar

Sanguine Blade
Context: Similar to the changes made in 3.10 with the removal of Needlessly Large Rod, the recipe change on Sanguine Blade is to alleviate frustrations surrounding having to save for a B.F. Sword.
Sanguine Blade
- Recipe Changed: Pickaxe + Vampiric Scepter + 500 gold = 2175 Total Gold
Nidalee
Context: Nidalee Bushwack traps grant too much vision and control on our wardless maps. Durations have been changed to reflect the shorter game lengths of Dominion and Twisted Treeline.
Bushwhack
- Bushwhack reveal and Armor and Magic Resistance shred significantly reduced
- Bushwhack trap duration significantly reduced
Teemo
Context: Like Nidalee, Teemo's Noxious Traps grant too much vision for and control on wardless maps. We've reduced their durations to reflect the shorter game lengths of Dominion and Twisted Treeline.
Noxious Trap
- Noxious Trap map duration significantly reduced

Crystal Scar

Lulu
Context: Wild Growth has amazing team utility and it being up for nearly every fight was giving Lulu a little too much power.
Wild Growth
- Wild Growth cooldown moderately increased at early levels and significantly increased at later levels
Wukong
Context: Wukong was getting a lot of free tank stats, allowing him to build damage without worrying about being too squishy. For similar reasons to Lulu, we've increased the cooldown on Cyclone.
Stone Skin
- Stone Skin Armor and Magic Resistance per rank moderately reduced
Cyclone
- Cyclone cooldown increased at later levels
Kassadin
Context: Kassdin is in a much better place after his initial changes, but he's still a little strong. This silence duration change should bring him in line while still allowing him to remain competitive.
Null Sphere
- Null Sphere silence duration reduced at later levels
Kha'Zix
Context:Kha'Zix's isolation mechanic too easily accessible on Dominion. With these changes, he will still have plenty of killing power, but now his enemies will have a chance to react.
Taste Their Fear
- Taste Their Fear isolation damage reduced
Evolved Enlarged Claws
- Evolved Enlarged Claws additional missing health damage reduced
Yorick
Context: Yorick in a solo lane has some strong counters but, if you do not specifically counter him, he tends to crush his opponent. These changes are meant to slow down some of his harass and sustain.
Omen of Famine
- Omen of Famine cast range moderately reduced
Omen of Famine
- Omen of Famine cooldown reduced at early levels and increased at later levels (to a flat number)


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Vorimate

Member

08-23-2013

First

EDIT : more downvote pls.

Haters gonna hate


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DarkoHellbane

Senior Member

08-23-2013

Finally draven has a passive. Good work.


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hartar

Recruiter

08-23-2013

No, Riot Pwyff, Draven Passive is horrible.Nobody is playing him.You guys should redone he passive again,because this one is bad.


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Pikku Nino

Senior Member

08-23-2013

Quote:

Wild Growth has amazing team utility and it being up for nearly every fight
-Wild Growth cooldown moderately reduced at early levels and significantly reduced at later levels


I think you mean increased, then... especially since a bit later is the same mistake:

Quote:

[...]we've increased the cooldown on Cyclone.
- Cyclone cooldown reduced at later levels


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hartar

Recruiter

08-23-2013

i still said,Draven new passive is bad.I dont said him has been a long time.


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Riot Pwyff

Player Communications

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08-23-2013

Quote:
Pikku Nino:
I think you mean increased, then... especially since a bit later is the same mistake:


Oh dear my bad.


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exec3

Senior Member

08-23-2013

Fiora's change feels off to me, it could feel like a tease hitting someone untargetable yet doing no damage and hitting someone who's invisible will just unfairly reveal their position (or the fact that they're there) for those paying close enough attention won't it?

HUZZAH FOR THE ATTACK SPEED BUFF FIX!!! Was this a really really hard fix? I swear you guys were working on this a year ago! Might actually try some champs like Elise or Tristana again after this, the AS buff not working properly made it very annoying to play them sometimes.

With the Teemo Shroom changes will this mean you'll be removing the trap detection auras on some of the items now given they're no longer needed (they were only meant to be stop-gags while you worked on real solutions to Teemos Shrooms). Any plans on pushing these trap changes to Howling Abyss as well?


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Evil Morello

Junior Member

08-23-2013

I was curious with the Ragnarok changes, have you considered delayed damage?

Ragnarok
- Passive: Olaf has increased resistances
- Active: Olaf forgoes resistances to increase his attack damage, ignore cc, and take % reduced damage. When Ragnarok's duration expires, he will take true damage equal to the total amount prevented.

I have played the previous Olaf changes and the decision of when to Ult feels really bad in many situations.


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Tortferngatr

Senior Member

08-23-2013

I do think Draven might want to see Wicked Blades return as a passive effect of Spinning Axes, but to cut a little starting damage on each axe to compensate. (so like 40/47.5/55/62.5/70% AD ratio initially and 10/12.5/15/17.5/20% AD over time as opposed to the 45/55/65/75/85% AD ratio on axes' immediate bonus damage.) Critical strikes with the spinning axes, of course, would double the damage dealt by the DoT.

It's still cool flavor, but tied ONLY to axes (and scaling with his damage output), and it could even be applied to his ultimate (converting a small part of the damage into a DoT that stacks with the axes' DoT.)

Quote:
Pikku Nino:
I think you mean increased, then... especially since a bit later is the same mistake:


On a slightly more cynical note, Kassadin is still broken. He's just less broken.

Still a good thing, but "much better place" doesn't really describe him right now. "Somewhat better place" would be a bit more honest, as he isn't AS facerolly but he's still king of the Crystal Scar.

------------------------------

As for Teemo, I'm honestly in favor of giving his shrooms a reveal radius on ALL maps (essentially giving them a shorter-radius Eve passive) then reducing their cooldown (and perhaps even increasing the maximum shrooms he can carry to 4). Adds counterplay to make shrooms easier to deal with, but lets the Teemo player have more fun being clever with good shroom placement.