[ WIP POSTThe patch is out and server is up ]The PBE has been updated! New stuff includes a passive indicator for, as well as tentative balance changes for, andContinue reading for more information!

(Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )

Nautilus Passive Timer

[ Update ] SmashGizmo with context on Maokai Changes

SmashGizmo

"Totally get this confusion and I'll do my best to clarify how we got to where we currently are on the W changes.

Essentially the start of the changes to the character were centered around the ult and making it more usable and the initial proposal for ult change was a slightly less polished version of the change you see on PBE today. We liked most of what we saw with this version of the ult, but it left a fundamental flaw in the character where he had an ultimate that made him want to stick by and protect his teammates that was constantly at odds with the 650 range snare dash that screamed "initiate on the opposing backline." The two mechanics didn't make sense together, so we set out to re-focus the W around shorter range, but faster teamfight positioning that was most effective vs. the opposing front line to keep Maokai closer to his allies. This is also the reason why the damage paradigm shifted from flat damage to % damage; we wanted Maokai's W to be more target agnostic so that you can feel good about W'ing to that opposing Vi rather than always feeling compelled to dive the opposing squishies.

The results of these changes have been pretty promising in playtests. Maokai still has decent ability to start fights by opening with Sapling slow to make up the extra range lost on the W, but it doesn't feel quite as inevitible and frustrating when playing against, and meanwhile Maokai gets to feel much better about using the W to get in useful positions for protecting other members of his team. I want to continue to monitor this and test my assumptions about how this is playing out on PBE, but as I said, thus far I've been pleased with the result that this change has on it's kit alongside the other changes that support it (the E for giving him some reach in ganks/initiation scenarios and the R for preferable teamfight positioning).

Hope this helps you understand where we're coming from on this!"

"Yes, as we've said in the forecast, itemization is also being looked at and improved for Tank Junglers this patch, which involves some changes that I won't go into on the Golem line since we're still hashing out some of the details before sharing them with yall. Still not sure when they'll be ready for PBE, but I can tell you that the benefits that tanks are seeing from these changes in internal playtests have been very promising."

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.



[ Click here to check out the 4.11 Live Gameplay Patch Forecast, featuring context on many of the changes we can expect to hit the PBE in the 4.11 cycle! ]



Champions Braum

Stand Behind Me ( W ) reverted back to live values. Flat armor magic resist returned to 15/17.5/20/22.5/25 from 10/12.5/15/17.5/20 % of Braum's Bonus Armor and Magic resist returned to 10/11.5/13/14.5/16% from 10/12/14/16/18 Jax

HP per level reduced to 85 from 98

Armor per level reduced to 3 from 3.5

Base HP reduced to 450 from 463

Attack speed per level reduced to 2.2 from 2.5

Righteous Fury ( E ) both AP ratios ( hit and splash ) reduced to .2 from .4









Staggering Blow ( Passive ) now has an indicator to show the cooldown of the root. See above.

now has an indicator to show the cooldown of the root. See above. Staggering Blow ( Passive ) can now trigger once every 8 seconds at level 6, once every 7 seconds at 11, and once every 6 seconds at 16, down from 9 seconds at all levels.

[ Screen shot taken at level 11, passive is down to triggering every 7 seconds ]

Unstable Matter ( W ) cooldown increased to 5 at all ranks from 4 at all ranks

cooldown increased to 5 at all ranks from 4 at all ranks Unstable Matter ( W ) now also includes : "When Zac reabsorbes a piece of himself, Unstable Matter's cooldown is reduced by 1 second."





now has an indicator for his passive! Just likeE,' passive will trigger a circle indicator that count down until he can root that target again. popped on reddit to give extra context on thechanges included in tonight's update:He also reiterated that additional tank jungler itemization changes are on the way:Miss out on previous updates from this PBE cycle? Check outfor a comprehensive list of the new content in this PBE cycle or catch up with the links below !