

Continue reading for more information!

The PBE has been updated! As we continue the 8.16 PBE cycle, today's patch includes more Nexus Blitz testing, as well as tentative balance changes on a handful of Tank champions!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 Nexus Blitz Testing

Balance Changes

Context & Notes

Continued Nexus Blitz Testing Riot August posted a

"Patch notes for 8/3 PBE deploy: Today we have a ton of event bug fixes and tunings, the most notable being we're changing the placement of battle royale and King of the Hill circles to avoid spawning centered on an enemy tower :3 Nerfing DFG and FoN's gold efficiency to be more in line with their modern competitors. Trying some tower changes that make games less snowbally:

A. We are greatly reducing the local and global gold that towers give. Overall, we feel that the map control afforded by simply downing a tower in NB is powerful enough without also giving the team that takes it 3 kills worth of gold.

B. We're buffing tower scaling AD. Should make tower dives more dangerous as the game progresses. In future patches we'll be looking into some more champ specific balance passes, trying to add another item or two, and maybe even get in another event or reward before 8.16. Also bug fixes, lots of bug fixes. Keep the feedback coming friends! Thank you. Performance

Fixed some major hitches and lag that have been plaguing the PBE environment for the last 2 days (these were not Nexus Blitz specific) Jungle

Red and Blue distribution:: 2 closest champions (regardless of who on the team last hit) >>> Last hitter and the closest champion who is not the last hitter Rift Herald

Spawn Time:: 8 min >>> 10 min

Respawn Time:: 5 min >>> 4 min Fixed a bug where runic echoes wasn't restoring mana

Fixed a bug where Cinderhulk TT wasn't showing correct bonus health gained Towers

Local gold:: 250 >>> 100

Global gold:: 100 >>> 50

Bonus AD after 7 minutes:: 28 >>> 70 Items

Force of Nature cost:: 2700g >>> 2900g

Death Fire Grasp cost:: 2900g >>> 3000g Events

Battle Royale

Adjusted circle positions to be significantly less likely to center on an enemy tower.

Bardle Royale and Juggernaut can no longer both appear in the same game.

Juggernaut health buffed by 500 - 1000 based on level King of the Hill

Hill burn:: 2% max health per second >>> 2.5% max health per second

Adjusted hill positions to be significantly less likely to appear under an enemy tower. Push the Cart

Fixed a bug where the cart would freak out in the middle of the map and not push in the right direction. Snowball Fight

Added a buff to track how many snowballs you've hit

Added SFX and VFX to snowballs Sudden Death

Nexus minions scale harder and deal more damage

Nexus minions are now tagged as monsters (sorry Vayne) Global Aura

Mana regen:: +40% bonus level 1 regen >>> +4 mana per 5 seconds."

Riot August also posted a more in depth look at the goals for jungling in Nexus Blitz -

"Hi friends, Figured it would be useful to start a series of posts that give greater context on the changes we make to Nexus Blitz as we get closer to the live Alpha. This is the first. Let's talk about the jungle. Nexus Blitz Jungle

We want the jungle in Nexus Blitz to be easier/more learnable than on SR (and perhaps a good place to practice basic mechanics before trying the role on the bigger map). Since NB only has 2 roles (Lane and Jungle) it's very likely that everyone will be end up jungling at some point. Hopefully, we can preserve a number of the parts of jungling that SR junglers enjoy while expanding the appeal of the role to non-junglers as well. We also like duo jungling quite a bit and are hoping that it feels fresh and exciting to play with a friend (who might be better or worse than you). We're trying to remove as many barriers to that experience as possible. To that end, the Nexus Blitz jungle is being tuned to allow numerous champion combos to function. The primary challenge when clearing isn't health cost, but time. Camps don't hurt all that much, especially after the first clear, and mainly just take a while to kill. We'll also be looking at the starting jungle items and enchantments as needed to ensure that a wide range of classes can fit into the role. Duo jungle helps here because you can pick pairs that compensate for each other's weaknesses. So far we've seen tanks, fighters, mages, and even some marksman and support pairs have success. Fingers crossed we can keep a hold of that diversity once Nexus Blitz's four-week live alpha begins and a meta shakes out. At the end of the day we don't expect EVERY champion to jungle in NB, but we do hope we can get a wider range of picks, supporting tons of potential pairings. Do you have any thoughts on NB jungle? Things you like? Ways to improve it? Please keep the feedback coming.



-August-

-Nexus Blitz team-"

posted a Nexus Blitz change list for 8/3 also posted a more in depth look at the goals for jungling in Nexus Blitz - Nexus Blitz Dev 8/3: Jungle goals

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

Amumu

[Context]

Tantrum (E)

[ NEW ] Passive physical damage reduction gains additional benefit equal to 3% of Amumu's bonus Armor and Magic Resist



Leona

[Context]

Eclipse (W)

Damage changed from [60/100/140/180/220] to [60/90/120/150/180]



Cooldown changed from [14 at all ranks] to [18/16/14/12/10]



Armor changed from [25/35/45/55/65 (+20%)] to [15/20/25/30/35 (+40%)]



Magic Resist changed from [20/30/40/50/60 (+20%)] to [15/20/25/30/35 (+40%)] Zenith Blade (E)

Damage increased from [60/100/140/180/220] to [60/110/160/210/260]

Maokai

[Context]

Movespeed increased from 335 to 340

Magic Resist Growth increased from 1.25 to 1.75

Sapling Toss (E)

Max damage against non champions increased from 300 to 500

Nautilus

[Context]

Titan's Wrath (W)

Shielding changed from [65/70/75/80/85 (+9/11/13/15/17% maxHP)] to [60/70/80/90/100 (+9/10/11/12/13% maxHP)]



Duration lowered from 10 to 6



Cooldown lowered from 18 at all ranks to 12 at all ranks



Cost lowered from 80 to 60

Rammus

[Context]

Defensive Ball Curl (W)

Bonus Armor increase from [50/60/70/80/90%] to [60/70/80/90/100%]



Bonus Magic Resist increased from [25/30/35/40/45%] to [30/35/40/45/50%]