New Skin

Blood Moon Evelynn

975 RP* [ Src

Loading Screen] Gif] "A seductive demon summoned on the night of the Blood Moon, Evelynn moves between isolated villages, wooing the residents until they fall deeply in love with her. One by one these poor souls will surely perish, their hearts torn from their still-living bodies."

KiWiKiD

"Hey Friends, KiWiKiD here bringing you Blood Moon Evelynn for PBE Bugs and Feedback!

You thought you disliked Evelynn ganking you before? Now you’re gonna love it. She’s got:

New model and textures - including an oriental wrap-around dress.

- including an oriental wrap-around dress. Mostly recolored spell VFX, with some new bits - featuring that blood moon red

- featuring that blood moon red New SFX - Flute sounds entering Demon Shade form and new sounds while stealthed

- Flute sounds entering Demon Shade form and new sounds while stealthed New recall animation - Blood Moon seduction Blood Moon Evelynn is now available on PBE! Go charm some players out there and report back here with any bugs that occured or feedback that you have. Any questions are of course welcome as well, and I’ll do my best to answer as many as I can.



Blood Moon Evelynn is currently set at 975 RP. (subject to change)"

New Chroma

Mecha Zero Sion

After their debut in the 8.8 PBE cycle, the four (4) Dragon Master Swain chroma are back.

[Removed as of 4/26 PBE update, expect them to return for further testing!]

Dragon Master Swain

Riot Orphyre

"Hey everyone!

Our final Mecha is here and ready to fight. All aboard the hype train!

Mecha Zero Sion Chromas:

New textures: “ I am the prototype and the pinnacle - the first generation and the last. ”

“ ” Ruby



Pearl



Sapphire



Rose Quartz



Catseye



Tanzanite



Obsidian



Meteorite

The chroma sets are now available on PBE! We hope you all will enjoy the new sets, but we’re also looking forward to hearing your constructive feedback. I’ll do my best to answer and reply to your questions and feedback!

Thanks!

Riot Orphyre"

Profile Background Picker on PBE

Riot Orphyre

"Hey everyone!

We’ve got a new LCU feature for you here, it still has some bugs we’re working out, and is not completely polished, but we wanted to show it to you ASAP, and get your feedback!

Profile Background Picker

Here, you’ll be able to choose your own profile background for others to see!

The version on PBE is going to be constantly updated, and is absolutely not final, here are a few known issues:

Sound is currently missing, should be in soon!

User interface is not final (Updated!)

Filtering options not final (e.g. issues with Universe sorting)

Certain text is not final

Tooltips MIA

More polish!

If there are any questions, comments, or issues found, please let us know in the comments section. We’re looking forward to your constructive feedback, and hope you guys enjoy the new feature!

Thanks!

Riot Orphyre"

Mana Changes coming to the PBE today

Riot Axes

"Hi folks!

We have a few changes landing on the PBE today focused around how much mana mages have at each stage of the game. We wanted to go over the general changes, and also talk a bit about why we’re making changes. These changes are targeted for next patch, 8.9.

The broad shape of the changes:

Doran’s ring is being reduced in power. This item has done a lot of things well for quite a while, and we are attempting to bring it inline with other starting items. This should also have the benefit of opening up a wider range of starting items for mages.

We’re increasing mana regen on the champions most affected by the Doran’s Ring changes, such that the champions will feel similar to their current state if they buy a Doran’s Ring, and better about their mana at very low levels if they by a number of other starting items.

Mages are getting some changes to their mana pools and their mana growth. They’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.

We’re changing the two biggest mana components - Lost Chapter and Tear of the Goddess - and making some light changes to a couple completed items. Full details below.

The result of these changes is that mages will get more spellcasts at low levels, but will remain at risk of OOM'ing themselves even after their first back, compared to live. We’ve seen mages solve a lot of their mana issues with a single component for quite a while, and we don’t think that’s good for the mages, or the game at large.

Mages should run out of mana if they’re casting constantly in long fights. Mages should pay clear costs when they use their spells to clear waves quickly and safely, especially if they’re not investing into items that specialize in mana. We want to increase conflict around map objectives that provide sustain (Blue Buff and Ocean Drake), where recently the cost for ceding those objectives to the enemy has been much lower.

The changes below make managing mana a more important test for mage players as the game progresses, while giving mages larger windows for aggression at the earliest levels.We want your feedback about how much more you feel mana limits.

For Mage Players:

How do items that help your mana management feel?

Are there specific components or completed items that still let you go infinite?

Do mana hungry mages feel better about grabbing two mana items?

For the opponents of Mages:

How do mages and these mage items feel to play against?

Do these changes create more windows to engage and punish mages?

Does anything feel different about mage wave clear?

We’ll be in the comments and checking this thread for feedback, and we’re looking forward to hearing from you! These are meaningful changes, and we’ll be watching to measure the impact of these changes, looking for any pain points we didn’t anticipate, and watching for any champions that feel particularly heavily hit by these changes.

Full Changelist:

Doran's Ring

No longer gives base mana regen

No longer returns mana on minion kill

Now gives 5 mana per 5 seconds

Now gives +5 damage on hit versus minions Spellthief's Edge

No longer gives base mana regen Frostfang

Base Mana Regen :: 50% >>> 25% Lost Chapter

Gold cost :: 1100 >>> 1300

AP :: 25 >>> 35 Hextech GLP-800

Combine Cost :: 650 >>> 450 (total cost unchanged) Luden's Echo

Build path :: Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold >>> Lost Chapter + Blasting Wand + 1050 gold

Total gold cost :: 3300 >>> 3200 Tear of the Goddess

Gold cost :: 750 >>> 850

Mana cost reduction :: 15% >>> 10%

When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana. E.g. if you had 300 of 600 mana when it awarded you 4 max mana, on live you would have 304 of 604; with this change you would have 302 of 604 instead. Manamune

When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana. Archangel's Staff

Build path :: Tear of the Goddess + Amplifying Tome + Lost Chapter + 915 >>> Tear of the Goddess + Lost Chapter + 1050 (total cost unchanged)

When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana. Doran's Ring Compensation

Ahri

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 334 >>> 418



Mana Per Level :: 50 >>> 25

Anivia

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 396 >>> 495

Mana Per Level :: 50 >>> 25

Annie

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 334 >>> 418



Mana Per Level :: 50 >>> 25

Azir

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 350 >>> 438

Mana Per Level :: 42 >>> 21

Brand

Level 1 Mana Regen :: 1.6 per second >>> 2.13 per second



Level 1 Mana Pool :: 375 >>> 469



Mana Per Level :: 42 >>> 21

Cassiopeia

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 334 >>> 418



Mana Per Level :: 63 >>> 31.5

Diana

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second

Fiddlesticks

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second

Level 1 Mana Pool :: 400 >>> 500

Mana Per Level :: 56 >>> 28

Galio

Level 1 Mana Regen :: 1.4 per second >>> 1.867 per second

Heimerdinger

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second

Level 1 Mana Pool :: 308 >>> 385



Mana Per Level :: 40 >>> 20

Karthus

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second

Level 1 Mana Pool :: 373 >>> 467



Mana Per Level :: 61 >>> 30.5

Kayle

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second

Lissandra

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 380 >>> 475



Mana Per Level :: 60 >>> 30

Lux

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 384 >>> 480



Mana Per Level :: 47 >>> 23.5

Malzahar

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 300 >>> 375



Mana Per Level :: 55 >>> 27.5

Orianna

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 334 >>> 418



Mana Per Level :: 50 >>> 25

Swain

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 374 >>> 468



Mana Per Level :: 57 >>> 28.5

Syndra

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 384 >>> 480



Mana Per Level :: 60 >>> 30

Taliyah

Level 1 Mana Regen :: 1.4 per second >>> 1.867 per second



Level 1 Mana Pool :: 340 >>> 425



Mana Per Level :: 60 >>> 30

Teemo

Level 1 Mana Regen :: 1.44 per second >>> 1.92 per second

Twisted Fate

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 266 >>> 333



Mana Per Level :: 38 >>> 19

Veigar

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 392 >>> 490



Mana Per Level :: 52 >>> 26

Vel'Koz

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 375 >>> 469



Mana Per Level :: 42 >>> 21

Viktor

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 324 >>> 405



Mana Per Level :: 50 >>> 25

Xerath

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 367 >>> 459



Mana Per Level :: 44 >>> 22

Ziggs

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 384 >>> 480



Mana Per Level :: 47 >>> 23.5

Zilean

Level 1 Mana Regen :: 1.7 per second >>> 2.267 per second



Level 1 Mana Pool :: 361 >>> 452



Mana Per Level :: 60 >>> 30

Zoe

Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second



Level 1 Mana Pool :: 340 >>> 425



Mana Per Level :: 50 >>> 25

Zyra

Level 1 Mana Regen :: 2.3 per second >>> 3.067 per second



Level 1 Mana Pool :: 334 >>> 418



Mana Per Level :: 50 >>> 25

CHANGES 4/19

Spellthief's Edge and Frostfang

Reverted to live values.

We'll be keeping an eye on damage mage supports (especially Brand/Zyra, but also some that haven't been in the meta for a while), but still discussing whether we'll do anything proactive there or if we'll be taking a wait-and-see approach.

Hextech GLP-800

Mana :: 500 >>> 600 Luden's Echo

Mana :: 500 >>> 600 Fiendish Codex

AP :: 30 >>> 35 Rylai's Crystal Scepter

AP :: 85 >>> 90 Seeker's Armguard

Total Cost :: 1200 >>> 1100 Zhonya's Hourglass

AP :: 70 >>> 75 Banshee's Veil

AP :: 70 >>> 75

Morgana

Level 1 Mana regen :: 2.3 per second >>> 3 per second Rod of Ages and Catalyst of Aeons

Reverted changes - they were part of another exploration and not intended to go to PBE. They're not likely to go live this patch; it's possible they'd come back in a future cycle, but I don't know how likely it is. Twin Shadows and Spellbinder's Orb are being looked at for buffs as well."

Ryze work on PBE

Riot Repertoir

"Hi everyone,

This PBE cycle you'll notice some pretty significant Ryze changes coming to the PBE. They're a bit of reshaping to the existing mechanics on his kit aiming to bridge some of the gap between solo queue and pro performance. While there are no new spells coming to the kit, there are some big enough mechanics changes that it probably merits an explanation of what's going on. A few weeks ago, Meddler mentioned in one of his Gameplay thoughts that we may do a last big mechanics pass on both Ryze and Azir before accepting balancing them strictly for pro long term, so you'll be seeing those changes coming to the PBE now, starting with Ryze. With that out of the way, here's some goals stuff, followed by the current (subject to change) list of changes going to the PBE for Ryze.

Ryze Goals

Ryze is more vulnerable in the early lane especially. Adding a mechanic that necessitates him regularly casting Rune Prison in lane aims to create more moments where you can catch him with it on cooldown.

Ryze's dps and dueling power is pushed to later parts of the game.

Slower wave push across the board, especially in the laning phase. Looking to achieve this through a change to how E->Q deals its damage, as well as reduced Mana ratios (early/mid game damage) and increased AP ratios (mid/late game damage).

Reduced reliable lockdown. Base W is a slow instead of a root - upgraded version is still a root, but duration is down a bit.

This means that if Ryze wants to Flash root you, he has to throw an E at you first, giving you an extra .25 seconds to react (with your own flash or dash, for instance). It also aims to reduce the power of his gank assist in a coordinated setting slightly.

More baseline reliable dps added to later game Spell Flux (E).

E cd is reduced a bit later on, and E and Q bounce rules favor bouncing between champions by using edge checks.



E->Q's damage bonus is changed to true damage at half the current magic damage values, in addition to scaling with Ryze's level rather than any of his spell ranks so that there's no way to get it fully online before end game.

Realm Warp (R) has a longer range to make it easier to use per cast, but its cooldown is waaaaaaay up. More accessible baseline, but fewer opportunities to cast.

Yes, this does make Realm Warp a more powerful spell per cast, which may seem unintuitive. However, the intention is that the extremely long cooldown means it's something that solo queue players have to think about less as a portion of their total success, but also something that pros are able to utilize less as a portion of their total success on the champion. If this ult cooldown gating is successful, it's something we could potentially consider applying to other champions with pro-warping spells.



I'm sure some will ask "why not just replace Realm Warp?" The answer is that Realm Warp does exciting things for the champion that we like, but that the primary satisfaction driver of the champion is his core combat loop, so we'd like to keep that intact and just adjust R to be less important overall.

Bonus Improvement - all spells benefit from spell queueing.

This is actually tentatively being applied globally across all champions in 8.9, but it's worth calling out for Ryze especially, because it will tend to benefit characters that cast rapidly the most. We put some tech in with Irelia to make the game process your spell casts a bit better, so if you've noticed how smooth she feels, this is likely a large contributor. Ryze Tentative Changes

General

Improved spell queueing for Overload, Rune Prison, and Spell Flux

Overload (Q)

Spell Ranks :: 6 (1/3/5/7/9/11) >>> 5 (1/3/5/7/9)



Damage :: 60/85/110/135/160/185 (+45%AP) (+3%BonusMana) >>> 60/90/120/150/180 (+50%AP) (+2%BonusMana)



NEW :: Deals (14+2perLevel)% additional damage as true damage to enemies with Flux (replaces E bonus damage mechanic)



Cost :: 40 >>> 40/50/60/70/80



Shielding :: (60+5/lvl) >>> 50/75/100/125/150



Movement Speed :: 25/28/31/34/37/40% >>> 20/25/30/35/40%



Rune Duration :: 4 >>> 5, renewing on taking or dealing damage

Rune Prison (W)

Cooldown :: 13/12/11/10/9 >>> 15/13/11/9/7



Damage :: 80/100/120/140/160 (+60%AP) (+1%BonusMana) >>> 80/100/120/140/160 (+60%AP) (+4%BonusMana)



CC type :: roots for 0.75 seconds >>> applies a 50% slow that decays over 1.5 seconds



REMOVED :: Mana Cost



NEW :: Casting Rune Prison restores 6/7/8/9/10% of Ryze's maximum Mana

Spell Flux (E)

Cooldown :: 3.25/3.00/2.75/2.50/2.25 >>> 3.5/3.0/2.5/2.0/1.5



Ability Power Ratio :: 30% >>> 40%



Bonus Mana Ratio :: 2% >>> 1%



REMOVED :: Overload Damage Bonus (replaced by Q true damage mechanic)



W Bonus :: Increased Root Duration >>> Roots instead of slowing



Spread Damage :: 50% >>> 100%



Bounce Radius (also applies to Q) :: 350 >>> 275



Bounce Rules (also applies to Q) :: Center to center >>> edge to edge



Effectively makes bouncing between minions the same, and bouncing to champions a bit easier

Realm Warp (R)

Ranks :: 2 (6/11) >>> 3 (6/11/16)



Range :: 1750/3000 >>> 4000 all ranks



Cooldown :: 180 >>> 300/240/180 That's the current plan for Ryze. I'll check back in to answer questions where appropriate, and as always, I expect only your highest effort memes.

Azir

As mentioned above, Azir is also expected to see some work this patch. For Azir, I think the approach is much simpler, but will be like ripping a band aid off. The tentative plan for him is to make his soldier attacks fully single target (only dealing damage to the target the attack was order was issued on), and with the power budget that provides us, be able to buff him back up to where he was when his recent rework was shipped. The goal here would be to reduce his wave control significantly while retaining his core satisfaction as a high dps, medium/high ranged mage. More on that coming soon,; hopefully something to the PBE later this week if it seems like a reasonable path.

Thanks,

Repertoir"

skin debuts this cycle!Here'swith a bugs and feedback thread for" A total of eight (8) chroma have been added forHere'swith a bugs and feedback thread for thechromas:A way to change your profile background has been added! Introducing the- click the gear on the profile page to swap between select backgrounds based on content you own. There is also an option for the (current on live) dynamic background option.Here's with a bugs and feedback thread on this new feature now testing on the PBE:Here's with details on mana changes coming to the PBE this cycle:Here's with details onwork this PBE cycle: