The PBE has been updated! As we continue the 8.3 PBE cycle, today's patch includes 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.)

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

Conquering Sands (Q) cooldown increased from 11/9.5/8/6.5/5 to 15/12.5/10/7.5/5

Arise (W) secondary stab damage lowered from 40/70/100% at 1/6/11 to 20/40/60% at 1/6/11

secondary stab damage lowered from 40/70/100% at 1/6/11 to 20/40/60% at 1/6/11 [Missed an an earlier update!]

Attack range reverted from 525 to 550

Sentinel (W) reverted to live functionality.

Bio-Arcane Barrage (W) bonus magic damage lowered from 3/4/5/6/7% to 3/3.5/4/4.5/5%

Alpha Strike (Q) AD ratio reverted from 110% to 100%

Base attack speed changed from .625 + 3.5%/lvl to .666 + 3%/lvl

Battle Roar (W) AP ratio reverted from .7 to .8

AP ratio from .7 to .8 Bola Strike (E) reverted to live functionality.

to live functionality. Thrill of the Hunt (R) closest enemy leap bonus changed from [gain 3 Ferocity and shred the target's armor by 10/14/18 for 4 seconds] to [30% TAD + 60% AP Bonus physical damage +10/14/18 Armor shred for 4 seconds.]

Bloodlust (Q) AD reverted from 6/12/18/24/30 to 5/10/15/20/25

Death Ray (E) cooldown reverted from 12/11/10/9/8 to 13/12/11/10/9



Zoe

Paddle Star (Q) cooldown increased from 7.5/7/6.75/6.5/6.25 to 8.5/8/7.5/7/6.5

Runes Unsealed Spellbook (I1)

Summoner spell cooldown reduction lowered from 25% to 10%



Context & Notes

It is a truth universally acknowledged, that a single PBE in possession of a good number of champions, must be in want of a WIP.

Riot August

"2 patch notes today (I was off Friday at an anime convention pretending to be 707 so didn't get a chance to write them then, apologies)

Patch Notes for 1/29 (these should already be out on pbe)

R-

No longer grants ferocity on leaping to closest target (IGNORE THE TOOLTIP, IT IS BUGGED) Patch Notes for 1/30 (tomorrow)

Stats-

Base AS:: .625 + 3.5%/lvl >>> .666 + 3%/lvl

Sped up certain attack animations to make them feel crisper and better match with when the damage comes out (this is purely a visual change)

P-

No longer plays Q animation when leaping with Q (looked bad)

Now plays Q Hit VFX when hitting target with leap Q (looks dope)

W -

AP Ratio reverted:: .7 >>> .8

E -

AP Ratio Removed

R-

Closest target leap bonus: 30% TAD + 60% AP Bonus physical damage +10/14/18 Armor shred for 4 seconds.

Fixed tooltip to reflect this

Sounds-

All sounds are being reverted to live states until the 8/4 PBE cycle starts next week.

THEY WILL COME BACK, THIS IS TO PREVENT THE NEW ONES FROM SHIPPING TO LIVE IN 8.3

Skins -

Adding a new Q animation for Mecha Rango. (This is currently very WIP, still needs VFX, sound and general iteration) Context:

Don't worry about the sounds being gone tomorrow, we'll bring them back. We had to revert them for the week so we can cut the 8.3 branch and ship it to live. Rengar's target patch remains 8.4 and the sounds will be back for the 8.4 PBE cycle. All gameplay changes will remain playable on PBE.

Mecha Rango feels a little off now that his old Q is back, but his skin model has a SLASHY blade and not a STABBY knife. We're going to try giving him a fancy new SLASHY animation for Mecha Q. (THIS MAY NOT WORK OUT, IT IS TEMP, WE ARE TESTING)

The base AS changes are there with the consideration that he basic attacks a lot more with reverted Q + his jungle clear has gotten a bit worse with the removal of live Q's AoE. Attacks should feel smoother as a result because Attack Speed makes everything feel 10/10.

Reverting the AP ratio changes on W and E as I expect AP Rengar may already be getting a lot better only with the boonetooth changes and Q lich bane synergy. Additionally, E AP ratio wasn't adding much (since he maxes the spell last and it deals physical) and it felt bad to lower W ratio if we don't need to (since he uses it to clear/farm and ROAR-ROAR).

Removing the ferocity from the ult as giving any amount of it on leap messes with Rengar's combo flow (turns out lions love casting tons of spells IN THE AIR, who knew). The combos as they exist on live are pretty smooth (Ult --> jump --> Basic spells --> Ferocity finisher) and it feels low value to mess with that. Something that's delayed (offering more counterplay) AND feels good for Rengar? Yes pls.

So why not just remove the closest bonus entirely? We're not removing it because we think its GOOD COUNTERPLAY that the enemy team can body-block for their squishies to prevent Rengar from getting max value if he leaps on them. The difficulty we're running into here though is that the bonus has to be WORTH BLOCKING, but also NOT JUST ONE-SHOT A GUY. That's why we're trying a shred + small amount of cosmetic damage. Idea here is that it lowers up-front burst (giving time to flash), but then gives a lot of strength to Rengar's followup if his opponent can't get away (therefore making it worth it for opponents to block him from getting a "closest leap" on a squishy).

As always, we're still iterating so not all of this will stay. Trying to make Rango as cool as possible while still offering adequate counterplay for his opponents. Please give feedback! Appreciate all your help <3."

Riot Maple

"You're likely to see us reverting Kalista changes today. We're not going to be shipping anything on 8.3 but likely 8.4 instead. We like the direction of the range nerf, but want to get more testing first in case there's more followup needed."

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