The PBE has been updated with a MASSIVE patch, including the first patch of experimental and highly tentative preseason changes! In addition to those, we also have new base splash arts for Singed and Udyr, model and texture updates for Singed and his skins, new 2014 ranked season summoner icons, Master tier reward assets, and much, much more!

Continue reading for more information!

Continue 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. )

New Splash Art First up is base splash art updates for both Singed (who also received model and texture updates that you can find below) and Udyr!

Singed

Udyr

Singed Changes and Model/Texture updates

Here's SmashGizmo withSinged changes included in today's update we can expect to hit the PBE soon!

"Hey guys, SmashGizmo here from the Live Gameplay team, and I'm here to just give you guys a little heads up on some Singed changes coming to PBE soon. We don't think Singed needs a big push to make his way back into the mix in top lane, so we're looking at some small scale changes, both to give him something new and cool to do and to give him a little nudge up in power. The main changes we're looking at here are: When Singed Flings an opponent into his Mega Adhesive, they are snared for 1 second

Slight buff to rank 3 Insanity Potion stats bonus The first change is about adding some cool thematic utility to Singed and opening up some big play-making potential when he gets creative with comboing his abilities. We like the core stuff that Singed is doing and we didn't really want to change that too much, but we wanted to give him some new ways to think about his E and W usage and reward players for using them well together. The second change is just a slight nudge up to his late game effectiveness, as Insanity Potion's rank 3 isn't quite as noticeable in the late game as the earlier ranks are in the early-mid game. Also, Singed is receiving these kit changes in tandem with some visual updates! The model and textures for all of his skins have been updated, so you can look all spiffy as you run by people and throw them onto disgusting puddles of goo."

Now on to the model & texture updates, which did make it in to today's update:

Singed

Riot Squad Singed Hextech Singed Surfer Singed Mad Scientist Singed Augmented Singed Singed skins!



[Note: There are NO CHANGES for Snow Day Singed.]



2014 Ranked Reward Summoner Icons With the



Solo - Bronze, Silver, Gold, Plat, Diamond, Master, Challenger 1 - 2 - 3



3v3 - Bronze, Silver, Gold, Plat, Diamond, Master, Challenger 1 - 2 - 3



5v5 - Bronze, Silver, Gold, Plat, Diamond, Master, Challenger 1 - 2 - 3





Ranked Loading Screen Borders and Banner Trim The ranked loading screen borders have also been updated to include the new MASTER tier border!



They've also added a banner trim for the new Master Tier!

While master tier is the only NEW border, here are the others for those curious

Challenger Diamond Plat Gold Silver

EXPERIMENTAL PRESEASON CHANGES [Remember that EVERYTHING BELOW IS EXPERIMENTAL AND SUBJECT TO CHANGE!]



The SRU!



First up, here is Xypherous with MASSIVE amount of changes so be sure to read through them carefully !

"General 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 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 Minions 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. Elixirs 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.

: 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%

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.

: 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

: Gain 80% damage reduction from almost all damage types Ranged Minions : Gain increased damage and a minor increase in range.

: 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.

: 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 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. Ohmwrecker 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 Jungle is different now. For reasons! Reasons that are outlined in the previous PBE post. Don't look at me like that. General 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. Smite 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. Upgrades 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. MOAR UPGRADES 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"

Now that you've read over Xypherous's massive set of rough notes, here's a set of supplemental screenshots and additional information on the changes. PLEASE REFER BACK TO THESE ROUGH NOTES IF YOU ARE LOOKING FOR MORE SPECIFICS!



Remember that EVERYTHING BELOW IS EXPERIMENTAL AND SUBJECT TO CHANGE!



Towers Inner towers now have a shielding mechanic that regenerates after 60 seconds of not taking damage and grants nearby champions shields.

beam mechanic that fires a continuous beam that increases in damage and armor pen the longer it is attacking the same target.



First up is base splash art updates for both(who also received model and texture updates that you can find below) andHere'swith context on a fewchangeswe can expect to hit the PBE soon!Now on to the model & texture updates, which did make it in to today's update:... and here's a video preview and comparison of all of the updatedskins!: There areforWith the ranked season ending on November 11th , the new 2014 Ranked reward icons have been added on the PBE! There is an icon for each rank and three icons for Challenger tier, for the " top 10,50/200 spots in solo queue as well as the top 3, 15, and 50 spots in team queues ".The ranked loading screen borders have also been updated to include the newtier border!They've also added a banner trim for the newThe first draft of the experimental preseason 2015 changes we've been reading about throughout the week are now up on the PBE for testing on it's own version of theFirst up, here iswith a set of rough patch notes for today's preseason updates. We are looking at aamount of changes so be sure toNow that you've read overmassive set of rough notes, here's a set of supplemental screenshots and additional information on the changes. PLEASE REFER BACK TO THESE ROUGH NOTES IF YOU ARE LOOKING FOR MORE SPECIFICS!Remember that EVERYTHING BELOW ISANDInner towers now have amechanic that regenerates after 60 seconds of not taking damage and grants nearby champions shields.Inhibitor towers have a newmechanic that fires a continuous beam that increases in damage and armor pen the longer it is attacking the same target.

Still Waters Power up Still Waters is a new relic type buff that spawns on top and bottom after 20 minutes.





Here's an example of vision with the Bonus vs Not having the Bonus:



Dragon Dragon's reward system has been reworked to a "Dragonslayer" buff that grants a chunk of stats and becomes stronger the more dragons your team slays!

Although taking the buff won't come as easy! In addition to taking 7% reduced damage from units for every dragon their team has slaim, Dragon also DEALS more damage to repeat slayers!

Baron As mentioned in the rough notes, Baron buff now empowers near by minions iwth bonus stats! Melee Minions take less damage, Ranged minions gain extra damage and range, Siege minions get a massive increase to their range and have slower AoE attacks, and Super Minions gain movespeed and attack speed.



Jungle



Razorbeaks grants a buff that "Alerts and gives unit magical sight. If spotted by an enemy ward in the next 60 seconds".

Using smite on monsters in the jungle now gives champions unique bonuses when they kill it!grants a buff that "Alerts and gives unit magical sight. If spotted by an enemy ward in the next 60 seconds".

Gromp grants "Posion armor that damages an enemy that attacks the owner for 90 seconds"

grants "Posion armor that damages an enemy that attacks the owner for 90 seconds"

Krug grants "Gift of the Heavy Hands" which adds bonux execute damage to your attacks and turns slain enemies to stone!



Murkwolf "summon a ghost wolf that patrols the nearby area for up to 90 seconds"

Finally,"summon a ghost wolf that patrols the nearby area for up to 90 seconds"

New River Monster - Giant Enemy Crab There is also a new monster camp in the form of a roaming "Giant Enemy Crab" (who has a placeholder art to look like a wraith) who runs away from champions and grants a Speed Shrine when slain! is a new relic type buff that spawns on top and bottom after 20 minutes.After picking it up you get a movement speed boost and, When standing still, greatly increased vision!Here's an example of vision with the Bonus vs Not having the Bonus:As mentioned in the rough notes, Baron buff now empowers near by minions iwth bonus stats! Melee Minions take less damage, Ranged minions gain extra damage and range, Siege minions get a massive increase to their range and have slower AoE attacks, and Super Minions gain movespeed and attack speed.grants "Gift of the Heavy Hands" which adds bonux execute damage to your attacks and turns slain enemies to stone!

Items

New Items





Here are a set of completely new items currently testing in preseason - Crystalline Bracer, Raptor Cloak, and Righteous Glory!

New Elixirs





We also have four new Elixirs that offer powerful temporary and strategic buffs!





New Items that build out of Hunter's Machete





Each of the above items also comes with it's own variation of smite!



[NOTE: SMITE'S BASE COOLDOWN HAS BEEN INCREASED TO 60 SECONDS]





New Hunter's Machete Enchantments





Each one of the Hunter's Machete upgrades can also be combined with items to be enchanted!

Updated Existing Items





[Not all changed items listed! Excluded are items with minor stat or cost changes]





Aegis of the Legion: UNIQUE Aura - Legion: +75% Base Health Regen

Face of the Mountain: +100% Base Health Regen

Locket of the Iron Solari: UNIQUE Aura - Legion: +75% Base Health Regen

Negatron Cloak: +100% base health regen (tool tip is messed up atm )

Ravenous Hydra: +100% Base Health Regen

Rejuvenation Bead:+50% Base Health Regen

Spectre's Cowl: Passive gives 100% base health regen for up to 10 seconds after taking damage from an enemy champion

Spirit Visage: +100% Base Health Regen

Targon's Brace: +50% Base Health Regen

Tiamat: +100% base health regen





Ancient Coin: +25% Base Mana Regen

Archangel's Staff: +50% Base Mana Regen

Ardent Censer: +50% Base Mana Regen

Athene's Unholy Grail: +25% Base Mana Regen

Chalice of Harmony + 25% Base Mana Regen

Forbidden Idol: +50% Base Mana Regen

Frost Queen's Claim: +50% Base Mana Regen

Frostfang: +50% Base Mana Regen

Manamune: +25% Base Mana Regen

Mikael's Crucible: +75% Base Mana Regen

Morellonomicon

Muramana: +25% Base Mana Regen

Muramana: +25% Base Mana Regen

Seraph's Embrace: +50% Base Mana Regen

Spellthief's Edge: +25% Base Mana Regen

Tear of the Goddess: 25% base mana regen

The Giant Enemy Crab runs to in front of Dragon or Baron to lay down the speed shrine after being defeated.The old jungle items have been replaced with upgrades that build directly out of Hunter's Machete! Each one offers the same "Jungler" passive aand it's own unique improvement to Smite.is currently not updating Smite's tooltip correctly.The "blank" box is where any of the newupgrades go. Basically you pick your upgrade, then combine it with one of the other items to form the new enchantment.For example, say I have aand I want theEnchantment. I combine my Stalkers Blade with a Kindlegem and some gold. Or I could take myand mix it with a+ gold to get theenchant.item with mana and health regen has been changed as mana and health regen is now +% of base regen instead of a flat value per 5.For reference, here's the new % base regen values for all current regen items: