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9/27 PBE UPDAT

Sep 30, 2017 8:08 pm
[NOTE: Added Meddler's context on Frostfang /bug]

The PBE has been updated! As we continue the 7.20 PBE cycle, today's patch includes more testing on the Runes Reforged system, and more tentative balance changes!





Continue reading for more information!


(Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)



Table of Contents

Continued Runes Reforged Testing and Feedback ThreadRunes continue to be tested and iterated on this PBE cycle! Today, the in game Perks menu is now functional, showing what runes and keystones you have taken, including the ability to hover over for a look at the stats associated with that rune:



Today's rune changes include:

  • Ruthless Visionary (The Inspiration + Domination set bonus) was bugfixed to include stats that were missing

For full Runes changes, have a look at our Runes Effects and Values document (a changelist has been added so you can quickly find changes that happened on a certain date):

[Check out the Runes Effect and Value Listing here!]
And here's Riot Sparkle with Runes Reforged bugs & feedback thread:


[indent]The new Runes are now on PBE! We're going to have an extra long PBE cycle for Runes so that we can gather your feedback and make changes. Please expect bugs, missing assets and weird numbers! [/indent][indent]Runes currently includes the following experiences: [/indent][indent]The Inventory [/indent][indent]Accessed from the "Runes" tab under Collection and dedicated to browsing and organizing (soon TM) created pages in the client. [/indent]


[indent]Editing
The ability to create, edit and delete new pages from the inventory or from champion select. Includes "line mode" and "grid mode" (grid mode pictured below) as well as short and long tooltips. [/indent]


[indent]Loading Screen
Updated assets showing teammate and opponent keystones and secondary Paths [/indent][indent]In Game
Yeah there's a lot here.
  • Runes (Keystones and normal runes, VFX and audio additions where important)
  • Runes panel
  • Base stat adjustments
  • Jungle tuning
[/indent][indent]Runes do not yet include:
  • End of Game adjustments
  • Spectator mode adjustments
[/indent][indent]Known Issues
(It is also a known issue that my formatting is bad) [/indent][indent]
  • Editing: 2 clicks are required on a secondary Path to display the bonus stat.
  • Editing: Re-selecting secondary runes requires clicking the specific rune to de-select it and open up options (in both Line and Grid mode).
  • Editing: Open primary Path drawers sometimes close when selecting a rune in a different drawer.
  • Editing: The secondary Path icon stopped showing up in its home circle at
[/indent][indent]
  • Loading Screen: Currently shows both Primary and Secondary path instead of just keystone & secondary path. Also looks butts.
[/indent][indent]
  • In Game: Pinging the Runes UI does not properly display runes UI
  • In Game: Runes icon for bonus stat is small and squished in the bottom right
[/indent][indent]
  • Champion Select: The champion select dropdown has a pretty annoying bug we're working on where it's not properly switching equipped pages. Double check that you have the right page by opening the editing panel and using the dropdown within that as well so you don't end up in game with the wrong page.
[/indent][indent]If you have feedback, questions or comments about runes please leave them below! The team will be monitoring this thread for your help catching bugs and iterating on all of runes. For in game feedback, it's very helpful for us if you also provide a screenshot of your in game runes panel AND the time your game ended (see example image below) as well as any details you think relevant. [/indent]




Balance Changes* NOTE*: The PBE is a testing grounds for new, tentative, & experimental changes. Be aware that what you see below may be relative to other changes earlier this cycle! These are not official notes.


Champions



Kha'Zix
  • Taste Their Fear (Q) damage increased from 60/85/110/135/160 to 65/90/115/140/165


  • Void Spike (W) damage increased from 80/110/140/170/200 to 85/115/145/175/205



Items




Frost Queen, Targon, and Ancient Coin lines

  • Quest gold required to upgrade increased from 650 to 750




Frostfang
  • No longer gives 10% cooldown reduction. [Meddler has confirmedthis is a bug - "That's a bug resulting from moving a lot of files around to get everything onto PBE for pre-season. We're not removing the CDR from Frostfang."]

Gargoyle Stoneplate
[Context]
  • New Recipe: [Chain Vest + Negatron Cloak + Stopwatch + 380g]
  • Combine cost lowered from 980g to 380g
  • Unique Active - Metallicize cooldown increased from 90 seconds to 92 seconds.



Guardian Angel
[Context]
  • [Stopwatch item now correctly shows in recipe]



Hunter's Machete
  • Unique Passive - Nail
    • bonus damage increased from 25 to 30
    • [New Effect] now grants 20% bonus Attack Speed for 2 seconds


Hunter's Talisman
  • [New Effect] Unique Passive - Tooth now burns monsters for 10 + 30% bonus health (max 50) magic damage.



Sterak's Gage
[Context | 9/27 Context 1 / 2]
[This change happened in the 9/26 PBE Update, but a piece was missed, so repeating the info here]
  • [Missed in 9/26 Update] Item is now Melee-Only
  • Health increased from 400 to 450
  • Base AD increased from 30% to 50%
  • [Changed Effect] Unique Passive - Lifeline
    • Shield now starts to decay after .75 seconds
    • Lifeline passive changed from giving [+30% Base AD] to [+30% Tenacity]

[New] Stopwatch
  • Cost: 600g
  • Unique Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (One time use).


Zhonya's Hourglass
[Context]
  • New Recipe: Seeker's Armguard + Fiendish Codex + Stopwatch +200g]
  • Combine cost lowered from 800 to 200




Context & Notes WIP THERE IT IS

1) Here's Fearless with more on Runes on the PBE in the thread Runes, Expectation, and the FUTUUUUUUUUUUUUUUURE!:
[indent]"Hello Friends! Runes Reforged and the rest of preseason have arrived on the PBE. While we’ve got a lot for you to test, there’s still a lot ahead for Runes. Django UnJaned and I wanted to talk with you about what’s up next for PBE, launch, and beyond. [/indent][indent]WHILE RUNES ARE ON PBE [/indent][indent]For PBE, we’re getting Runes Reforged in quite early. We wanted to get as much time as possible for bug fixing, polishing, and feedback from you. A quick warning: this changelist is going to be massive. Along with Runes Reforged, we’ve made a significant number of changes to some foundational elements of the game to make sure League still feels like League, even without the base stats we could generally assume from old runes. We’re also in the final phases of fine tuning the balance targets, and still have plenty of VFX, icons, and audio coming in hot, so expect a lot more changes to sneak in as we spend more time on the PBE servers. Most of all, we’re really excited to get feedback. A number of us will be in the PBE forums, the regular forums, Twitter, Reddit, and even getting feedback from other regions, looking at your posts and talking whenever we can. There’s still a ton of work to do, but we’ll even try to maybe get a few games going on PBE. [/indent][indent]JUST BEFORE RUNES GO LIVE
We’ll have a slightly different set of priorities as we focus on launch in the weeks just before we ship. We’ll be addressing PBE bugs and feedback, along with a lot of performance optimization. We expect that our selection interface as well as in game VFX will both have plenty of improvements to run smoothly for all players. We’ll also be polishing our visual and audio work to get everything as awesome as possible for release on Preseason. [/indent][indent]ONCE RUNES HIT LIVE
Then we hit the release servers, but even then we’ll be far from done. We know that with a system this big, going live really is just the beginning. We know that they’ll still be a lot to accomplish, especially with all the extra feedback and experimentation we’ll get once every player is playing with Runes Reforged. Along with the normal balance work, bug fixing and polish tweaks, we’re also aware that not every champion is going to have the perfect fit in our initial release. We’re likely to add/tweak/remove runes fairly quickly as we find the most pressing needs to round out the system. [/indent][indent]We’ll also continue to work on features that we didn’t wrap up before ship. We’ll likely need to work on how Spectator Mode works with Keystones, for example, and we’ll be looking to improve how players can see their rune’s impact in the end of game experience. We’ll be adding more convenience features to make runes faster and easier to select and adapt. Current targets include better filtering options, hiding preset pages, and quicker access to making a new page in champ select. We’ll add to this list as we get feedback from the live state. [/indent][indent]LOOKING FURTHER OUT
We even have a few ideas that currently just fall into a “someday” bucket. Many of these aren’t pressing issues, but instead are spaces we’ll be watching closely, just in case. For example, we experienced some tensions in a few paths during development that point to a possibility that we’ll eventually need an additional path (or maybe even two). It might be that Resolve needs to split into initiation and protection options, or maybe Inspiration should have an evil twin with some different rules to break. We’ll also still be watching out for places where we need to add or replace a rune or two to build better choices for more champions. Additionally, we have some unfinished work for a fancier, high polish, and more computationally demanding runes selection experience. We’re hoping to finish this and let players try this out at some point. Finally, we want to add convenience features like bulk deleting runes pages, or other ways to make runes selection smoother once we can see where we have the biggest gains to make. [/indent][indent]We’ll be talking with y’all a lot in the coming days, weeks, and months, but we wanted to give our rough ideas of what’s still to come, and when we’re hoping to bring it to you. Thanks! [/indent][indent]TL;DR - This is the biggest thing we ever shipped, there'll be a lot to tweak and we'll be working on it well past live. We're super happy and excited to bring y'all on the journey and understand what' we're trying to achieve, so we'll be sharing a lot of stuff in the following weeks."[/indent]2) Here's Riot Ranger XIV with the feedback thread for the Evelynn Update - Evelynn Update - Questions, concerns and overall comments!
[indent]"Hey everyone! [/indent][indent]Super excited to have Evelynn hit PBE. Making this thread so we can talk about this lovely lady... demon... champion in league of legends! [/indent][indent]Bugs, questions, feedback, whatever you got please lay it on us :) [/indent][indent]-Ranger XIV"[/indent]3) Riot Axes noted that the Sterak's Gage changes from the 9/26 PBE were incomplete, this item is now Melee Only:
[indent][1] "It should be melee only on PBE."[/indent][indent][2] "The item can only be purchased if melee; if form swapper champs buy it, the base AD and the shield will only work while in melee form. Consistent with Tiamat behavior. (Not fully hooked up yet; Gnar on PBE is presently getting full value)
The % Base AD is going to be unique passive shortly."[/indent]4)  Meddler's confirmed that they will NOT be removing the CDR from Frostfang, today's PBE change was the result of a bug!
[indent]"That's a bug resulting from moving a lot of files around to get everything onto PBE for pre-season. We're not removing the CDR from Frostfang."[/indent]
Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !







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