Update

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





Nasus VU

Nasus is now available for testing! This old dogs got a brand new look, animations, particles, voice over, and more! The visual update is now available for testing! This old dogs got a brand new look, animations, particles, voice over, and more!

" Rage burned away all that was good in you, my brother."

" Renekton was lost, long ago. You are but his pale shadow."

Pharaoh Nasus







Riot Nasus

Galactic Nasus

Dreadknight Nasus



New Skins

Infernal Nasus

EXTREMELY



Note : Riot has put up an official preview for this new LEGENDARY skin! Check it out.

Slightly Updated Splash Arts

very minor updates





New Health Bars

Super Nomegeta

"Hey folks, We've updated player health bar frames and colors, and are in the process of adding a few features as well. Old colors

Player is green or blue (colorblind). Allies are green or blue (colorblind). Enemies are red. New colors

Player is green or gold (colorblind). Allies are blue. Enemies are red. In addition to this, hovering over a unit will now display a highlight around the health bar as well as the unit itself. A picture is worth a thousand words, so be sure to check out the attachment (or in-game) and give us your feedback!"



New Recall Particles

Ququroon

"We're looking to replace the extremely old recall particle in this patch with something a lot cleaner. I hope people like it!"

New Smite Particles

Brush Changes

Extremely Incomplete Riven Textures

Trinkets & Trinket Slot

The new trinket system is here!





You start with an extra, empty slot specifically for one of the three new trinket items.





Balance Changes

testing grounds for new 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!



Champions

Janna

Tailwind (Passive) - no longer global, not 1300 range

Tailwind (Passive) - movement speed up to 5%

Howling Gale (Q) - AP ratio reduced to .35 from .75

Howling Gale (Q) - Now has a .1 AP per second ratio on Howling Gale charge.

Howling Gale (Q) - damage lowered to 14/20/25/30/35 from 20/30/40/50/60

Zephyr (W) - Movement speed passive now has a .04% AP Ratio

Zephyr (W) - Damage AP ratio reduced to .5 from .6

Zephyr (W) - Movement speed slow now has a .12% AP ratio

Eye of the Storm (E) - "Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield)"

Leona

Eclipse (W) - armor and magic resist bonus lowered to 25/35/45/55/65 from 30/40/50/60/70

Eclipse (W) - Now gets a bonus armor equal to .2 Armor

Eclipse (W) - Now gets bonus magic resist equal to .2 MR

Lucian

The Culling ( R ) - damage increased to 50/55/60 per shot from 40/50/60.

The Culling ( R ) - cooldown increased to 110/85/60 from 100/75/50



Lulu

Pix, Faerie Companion (Passive) now has a .15 AP scaling

Pix, Faerie Companion (Passive) Base damage recuded to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105

Glitterlance (Q) - Minimum slow % now has an AP ratio of 1% per 7.50 AP

Whimsy (W) - now grants 30 movement speed down from 35

Whimsy (W) - No longer grants AP boost

Whimsy (W) - now has an AP ratio to increase the movement speed 1% per 10 AP

Help, Pix! (E) - Shield AP ratio increased to .7 from .6

Help, Pix! (E) - Damage reduced to .5 from .6

Wild Growth (R) - Health bonus lowered to 250/375/500 from 300/450/600



Nami

Surging Tides (Passive) - Now has a .01 AP to 1% movement speed ratio.

Aqua Prison (Q) - Aqua Prison AP ratio reduced to .5 from .65

Ebb and Flow (W) - Flat % from bounces removed, Now scales between 15% to 0% at 200 AP and can go over 0 which gives increased effects on bounces.

Tidecaller's Blessing (E) - Now has an AP ratio to increase slow percentage equal to .05 AP ( 100 AP = 5% )

Tidal Wave (R) - AP ratio reduced to .6 from .7

Sona

Power Chord (Passive) - Now has a .2 AP Scaling

Power Chord (Passive) - Damage reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)

Hymn of Valor (Q) - AP ratio reduced to .5 from .7

Aria of Perseverence (W) - Base heal reduced to 40/55/70/85/100 from 40/60/80/100/120

Song of Celerity (E) - Base movespeed increase lowered to 4/6/8/10/12 from 6/8/10/12/14

Song of Celerity (E) - Movespeed increase now has an .02 AP ratio to increase the %

Song of Celerity (E) - Power Chord slow now has an .02 AP ratio to increase slow %

Crescendo (R) - AP ratio reduced to .4 from .8

Soraka

Base health increased to 405 from 375

Health Per Level incrased to 76 from 71

Base Armor increased to 9.4 from 7.4

New Passive - Salvation: "Soraka's health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing." Starcall (Q) - Damage increased to 60/95/130/165/200 from 65/85/110/135/160.

Starcall (Q) - Magic reduction now 6 (+ .15 AP) from 8/9/10/11/12

Starcall (Q) - New Effect - If Starcall hits at least one neemy champion, Astral Blessing's cooldown is reducecd by 5/6.25/7.5/8.75/10%

Starcall (Q) - Mana cost changed to 30/40/50/60/70 from 20/35/50/65/80 Astral Blessing (W) - heal lowered to 70/120/170/220/270 from 70/140/210/280/350

Astral Blessing (W) - heal AP ratio lowered to .35 from .45

Astral Blessing (W)- Base armor bonus now 50/65/80/95/100 from 25/45/65/85/105

Astral Blessing (W) - Bonus Armor duration reduced to 2 seconds from 3 seconds

Astral Blessing (W)- Armor bonus now has an AP ratio of .15 AP

Astral Blessing (W)- Mana cost lowered to 80/100/120/140/160 from 80/110/140/170/200

Infuse (E) - Mana restore changed to 20/40/60/80/100 plus 5% of Soraka's Max Mana from 40/80/120/160/200

Infuse (E) - mana cost on ally changed to 5% of Soraka's mana

Infuse (E) - Magic damage now deals 40/70/100/130/160 ( +.4 AP ) magic damage plus 5% of Soraka's Maximum mana from 50/100/150/200/250 ( .6 AP )e

Infuse (E) - Has a New beam like particle Click here for a video preview. Wish (R) - Heal reduced to 150/250/350 (.55 AP) from 200/320/440 ( .7 AP )



Taric

Gemcraft (Passive) - New: "After casting a sepell, Taric's next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns." Imbue (Q) - Cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16

Imbue (Q) - Base heal AP ratio reduced to .3 from .6

Imbue (Q) - Heal now scales on 5% of Taric's bonus health.

Imbue (Q) - Mana cost reduced to 60/80/100/120/140 from 80/95/110/125/140

Imbue (Q) - Attacks no longer reduce CD Shatter (W) - damage lowered to 40/80/120/160/200 from 50/90/130/170/210

Shatter (W) - AP Ratio removed

Shatter (W) - Armor Ratio increased to 50% from 20%

Dazzle (E) - AP ratio reduced to .2 to .4 from .4. to .8

Dazzle (E) - Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10

Radiance (R) - Cooldown increased to 75 at all levels from 60

Radiance (R) - Damage AP ratio lowered to .5 from .7



Items:

Updated Support Items



Philospher's Pebble



Philosher's Stone

Builds out of Philosopher's Pebble Shurelya's Reverie

Builds out of Philospher's Stone and Faerie Charm

Kage's Pick

Kage's Lucky Pick

Builds out of Kage's Pick

Shard of True Ice



Builds from Kage's Lucky Pick + Amplifying Tome



Executioner's Emblem



Reaper's Emblem

Builds out of Executioner's Emblem Martyr's Call

Builds out of Executioner's Emblem and Ruby Crystal

Updated Jungle Items



Spirit of Ancient Golem

Health reduced to 350 from 500

New Unique Passive - Conseravation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation triggered.

Spirit of the Elder Lizard

Attack damage lowered to 25 from 30

Passive damage increased to 16-50 from 7-40

Passive now procs on physical damage

New Passive - Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold.

Spirit of the Spectral Wraith

Now Builds from Spirit Stone + Fiendish Codex

Ability power increased to 50 from 40

Now grants 14 health per 5 seconds

Mana regen per 5 lowered to 7 from 10

No longer reduceds cooldown of smite

New Passive - bounty hunter: Champion kills, assists, and epic monsteres grant 30 bonus gold and large monsters grant 10 bonus gold.

New Passive - 5% of spell damage dealth to monsters is restored as health and mana

Wriggle's Lantern

Now builds out of MAdred's Razer + Dagger + Dagger

Total cost down to 1800 from 2000

No longer grants life steal

No longer grants attack damage

Armor reduced to 20 from 25

Now grants 25% attack speed

Maim now heals 10 health on hit on basic attacks to mosnters

New Passive: Gain 40% increased gold from Monsters



New Trinkets

Scrying Orb

Free but limited to 1 trinket

reveals a location within 1100 range for 1 sec. (150 sec cd)

Greater Orb

Free upgrade at level 9

cast range increased to 2000.

Farsight Orb

475 gold + Greater Orb

Cast Range increased to 2500, (120 second cooldown)

Sweeping Lens

Free but limited to 1 trinket

disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd) Greater Lens

Free upgrade at level 9

sweep area of effect increased by 100%, cooldown reduced to 150 sec. Oracle's Lens

475 Gold + Greater Lens

Additionally grants True Sight for 10 seconds after activation (90 second cooldown)

Warding Totem

Free but limited to 1 trinket

places an stealth ward for 60 sec. (120 sec cooldown)

Greater Totem

Free upgrade at level 9

places a stealth ward for 120 sec Greater Vision Totem

475 Gold + Greater Totem

Places a vision ward (180 second cooldown) Greater Stealth Totem

475 Gold + Greater Totem

Places a stealth ward for 180 sec. (180 second cooldown)



Ward & Vision Changes



Oracle's Elixir

Removed

Sight Wards

Renamed to Stealth Wards

Limited to 3 per player

Vision Wards

Cost reduced to 75 from 100

Limited 1 on map

Now have 5 health up from 3

No longer have a duration

No longer invisible



Old items



Aegis of the Legion

Cost Increased to 1950 from 1900

Avarice Blade

Now reads "Limited to 1 Gold Income Item"

Banner of Command

Cost Increased to 2400

Cooldown reduction increased to 20% from 10%

AP increased to 80 from 40.

No longer grants Armor or health regen

Doran's Blade

Cost reduced to 440 from 475

Attack damage lowered to 8 from 10

Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone.

Eleisa's Miracle

No longer has passive that boosts summoner spells

Enthropy Cost decreased to 3475 from 3500

Morellonomicon Now builds out of Faerie Charm + Fiendish Codex + Amp Tome instead of Kages+Fiendish+Charm



Locket of the Iron Solari

Cost increased to 2550 from 2500

Long Sword

Cost decreased to 360 from 400

Mandred's Razors

Armor reduced to 20

Mikael's Crucible

Cost lowered to 1600 from 2500

No longer grants health regen

Mana regen reduced to 12 per 5 from 18 per 5

Ohmwrecker

Cost decreased to 2000 from 2835

No longer grants 15 health and mana regen

Phage

Cost decreased to 1325 from 1350

The Black Cleaver

Cost decreased to 2920 from 3000

The Bloodthrister

Cost decreased to 3000 from 3200

Trinity Force

Cost decreased to 3703 from 3728

Twin Shadows

Price increased to 2000 from 1900

AP increased to 50 from 40

Will of the Ancients

Cost reduced to 2000 from 2550

Now grants 10% CD

Now grants 10 mana regen per 5 sec

No longer grants an 30 AP and 20% spell vamp aura Zeke's Herald

Cost decreased to 2450 from 2650



There are also a TON of new item icons - remember that some of them maybe WIP There are also a TON of new item icons - remember that some of them maybe WIP

Ruby Crystal



Prospectors Ring



Ichor of Illumination



Archangel's Staff



Sunfire Cape



Reaper's Emblem



Kage's Lucky Pick



Aegis of the Legion



Yomuu's Ghostblade



Morellonomicon



Moonflair Spellblade



Philosopher's Pebble

Warding Totem (Trinket)



Sweeping Lens (Trinket)



Scrying Orb (Trinket)



Greater Lens (Trinket)



Oracle's Lens (Trinket)



Greater Orb (Trinket)



Farsight Orb (Trinket)



Greater Totem (Trinket)



Greater Stealth Totem (Trinket)



Greater Vision Totem (Trinket)



Martyr's Shroud



Tower Shield (UNAVAILABLE)













* Remember *: The PBE is afor new 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!

























Riot's Changelist

some of these changes ARE NOT IN THIS BUILD

Support Changes

If you’re interested in the core philosophies around our support changes, check out our complete rundown here!



We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.



Summary: We want all roles and positions to have the opportunity to fulfill their endgame fantasies within each game. Currently Support champions as a role experience the lowest amount of growth in comparison to other roles, and we want to supplement their story. We’re also looking to create a stronger identity for utility-focused supports with additional utility scaling on their abilities (as opposed to simply adding more raw damage).

Added a mastery that grants experience every 5 sec.

Added the Life Insurance mastery to the Utility tree - grants bonus gold when enemy lane minions die.

Added increased assist rewards (assist bonuses) when a player has a very large number of assists (see our Game Flow post for more information) Support Items

Kage's Pick now grants gold on dealing damage to an enemy. (10 sec cooldown. Cooldown triggers on killing a minion.)

Philosopher's Stone now transmutes minions into gold when they die, but you didn't kill them.

Reaper's Emblem now shares the gold from your last hits with the nearest ally and heals them (30 sec cd)

Kage's Pick, Philosopher's Stone and Reaper's Emblem build from 365 gold starter versions that are intended to be starting items for support lanes Mid-Game Support Items

The above items turn into midgame support items.

Kage's Pick becomes Shard of True Ice, which grants 50 AP and now casts a frost nova on a ranged enemy.

Philospher's Stone becomes Shurelia's Reverie, which no longer grants health and instead grants 20% CDR and additional mana regen.

Reaper's Emblem becomes Martyr's Call, a high health item which allows you to sacrifice your health to shield allies and deal damage to opponents near the target. Champions

Summaries are more focused on high-level changes rather than each individual change.



Soraka



Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.



Context: We wanted to provide a link between Soraka's primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.



Base Stats

Base health increased to 405 (was 375)

Health per level increased to 76 (was 71)

Base Armor increased to 9.4 (was 7.4) Passive - Consecration

New Passive: Salvation: Soraka's health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing. Q - Starcall

Magic Resistance reduction changed to 6 at all levels + 0.01 AP (was 8-12)

Mana cost changed to 30-70 (was 20-80)

If Starcall hits at least one enemy champion Astral Blessing's cooldown is reduced by 5%/6.25%/7.5%/8.75%/10% W - Astral Blessing

Healing reduced to 70-270 (from 70-350) + 0.35 (from +0.45)

Armor granted now scales with AP (0.15 ratio)

Armor duration reduced to 2s (was 3s)

Base armor changed to 50-110 (was 25-105)

Lowered mana cost to 80-160 (was 80-200) E - Infuse

Allied cast changed to give an ally 20/40/60/80/100 mana + donate 5% of Soraka's max mana (was 40-200 for no cost)

Can no longer be cast on allies who do not use mana or are already at max mana

Enemy cast changed to deal damage equal to 40/70/100/130/160 + 5% of Soraka's max mana + 0.4 AP (was 50-250 + 0.6 AP)

Added a spell effect from Soraka to her target R - Wish

Healing reduced to 150-350 (from 200/320/440) + (0.55 (from +0.7))

Now affects untargetable allies Taric



Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.



Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*



Passive - Gemcraft Gives Taric a buff that deals 40% of his armor as bonus magic damage on the next auto attack after casting a spell Passive empowered auto attacks reduce the cooldown of all abilities by 2s



Q - Imbue

Cooldown reduction on auto attacks removed (moved to passive)

Base cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16

AP ratio lowered to 0.3 from 0.6

Added scaling from 5% of bonus health W - Shatter

Base damages lowered to 40/80/120/160/200 from 50/90/130/170/210

Armor Ratio increased to 50% from 20%

AP ratio lowered to 0 from 0.6 E - Dazzle

Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10

AP Ratio lowered to 0.2/0.4 from 0.4/0.8 R - Radiance

AP Ratio lowered from 0.7 to 0.5

Cooldown increased from 60 to 75 seconds Leona



Summary: Eclipse’s bonus Armor and Magic Resistance now scales with ability power.

Context: Leona’s general utility and Ability Power ratios have transitioned well to the preseason changes, so we’re not changing much with her current kit.



W - Eclipse

Changed base Armor / Magic Resistance from 30/40/50/60/70 to 25/35/45/55/65. Added (+0.2 AP) bonus armor and magic resist ratios to the armor/magic resist bonus respectively. Janna



Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.



Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.



Passive – Tailwind

Converting to a localized area (1300 range; equivalent to sight range)

Increased movement speed bonus to 5% from 3% Q - Howling Gale

Added a .1 AP per second that Howling Gale is charged before release

Ability Power ratio lowered to .35 from .75

Lowered charge damage to 14/20/25/30/35 from 25/30/40/50/60 W – Zephyr

Added an AP ratio to both her passive self-haste and slow amount on the active. These values are .04 for the self-haste and .12 for the slow

Lowered damage ratio to .5 from .6

Lowered base slow to 24%/28%/32%/36%/40% from 24%/30%/36%/42%/48% E - Eye of the Storm

Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield) Nami



Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.



Passive - Surging Tides

Added a 0.1 AP to 1% movement speed ratio to her movement speed buff Q -Aqua Prison

Reduced AP ratio to .5 from .65 W - Ebb and Flow

Removed % drop off from bounces. Goes from 15% to 0% at 200 AP and can go over 0, leading to increased effects off every bounce E - Tidecaller's Blessing

Increased the slow amount by a .05 AP ratio (100 AP is 5% additional slow) R - Tidal Wave * Reduced AP Ratio to .6 from .7

Sona



Summary: Power Chord now scales with Ability Power. Song of Celerity’s speed boost now scales with ability power.



Passive - Power Chord

Power Chord reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)

Added .2 AP scaling to Power Chord Damage Q - Hymn Of Valor

Ratio Reduced to .5 from .7 W - Aria of Perseverance

Base heal amount reduced at later ranks to 40/55/70/85/100 from 40/60/80/100/120 E - Song of Celerity

Activated speed boost reduced to (.04/.06/.08.10/.12) from (.08/.10/.12.14/.16)

Added .02 Scaling to activated speed boost

Added .02 Scaling to power chord slow R – Crescendo

Ratio reduced to .4 from .8 Lulu



Summary: Pix, Faerie Companion now scales with Ability Power. Glitterlance’s slow now scales with Ability Power. Whimsy no longer boosts Ability Power but now scales its bonus movement speed with Ability Power.



Passive - Pix, Faerie Companion

Base damage reduced to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105

Added .15 AP scaling Q – Glitterlance

Added minimum speed on slow falloff: 1% per 7.5 AP. W – Whimsy

Removed AP boost

Reduced base move speed increase from 35% to 30%

Added AP ratio for movespeed, added a movespeed ratio of 1% per 10 AP. E - Help Pix!

Increased AP ratio for shield to .7 from .6

Reduced AP ratio for damage to .5 from .6 R - Wild Growth

Reduced base to 250/375/500 from 300/450/600" We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.: We want all roles and positions to have the opportunity to fulfill their endgame fantasies within each game. Currently Support champions as a role experience the lowest amount of growth in comparison to other roles, and we want to supplement their story. We’re also looking to create a stronger identity for utility-focused supports with additional utility scaling on their abilities (as opposed to simply adding more raw damage).Summaries are more focused on high-level changes rather than each individual change.Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.We wanted to provide a link between Soraka's primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*Gives Taric a buff that deals 40% of his armor as bonus magic damage on the next auto attack after casting a spell Passive empowered auto attacks reduce the cooldown of all abilities by 2sEclipse’s bonus Armor and Magic Resistance now scales with ability power.Leona’s general utility and Ability Power ratios have transitioned well to the preseason changes, so we’re not changing much with her current kit.Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.* Reduced AP Ratio to .6 from .7Power Chord now scales with Ability Power. Song of Celerity’s speed boost now scales with ability power.Pix, Faerie Companion now scales with Ability Power. Glitterlance’s slow now scales with Ability Power. Whimsy no longer boosts Ability Power but now scales its bonus movement speed with Ability Power.

Vision Changes

If you’re interested in the core philosophies around our vision changes, check out our complete rundown here!



We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.



Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.



Vision Trinkets (Summoner’s Rift Only)

To encourage all players to participate in providing vision for their allies, we're providing unique item options dedicated to vision on Summoner’s Rift.

Added a 7th Item slot, which can only contain a vision trinket

Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens

Warding Totem - places an stealth ward for 60 sec. (120 sec cooldown)

- places an stealth ward for 60 sec. (120 sec cooldown) Scrying Orb - reveals a location within 1100 range for 1 sec. (150 sec cd)

- reveals a location within 1100 range for 1 sec. (150 sec cd) Sweeping Lens - disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd) -

These items upgrade at Champion Level 9:

Greater Totem - places a stealth ward for 120 sec. (120 sec cooldown)

- places a stealth ward for 120 sec. (120 sec cooldown) Greater Orb - cast range increased to 2000.

- cast range increased to 2000. Greater Lens - sweep area of effect increased by 100%, cooldown reduced to 150 sec. -

These items can then be upgraded at the shop for 475 Gold:

Greater Stealth Totem - Places a stealth ward for 180 sec. (180 second cooldown)

- Places a stealth ward for 180 sec. (180 second cooldown) Greater Vision Totem - Places a vision ward (180 second cooldown)

- Places a vision ward (180 second cooldown) Farsight Orb - Cast Range increased to 2500, (120 second cooldown)

- Cast Range increased to 2500, (120 second cooldown) Oracle's Lens - Additionally grants True Sight for 10 seconds after activation (90 second cooldown) Wards



Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.



Sight Wards

Sight (Green) wards renamed to "Stealth Wards"

Sight wards limited to a max of 3 placed per player

Ward tooltips display how many stealth wards are currently placed Vision Wards



Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of 'Pink' Ward destruction. By positioning Vision Wards as having different strengths and trade-offs - we hope to create a better defined role for both Sight and Vision Wards.

Vision (Pink) wards no longer stealthed

Vision wards have 5 health

Vision wards have infinite duration

Vision wards cost reduced to 75 from 100

Vision wards limited to 1 placed on the map Sightstone / Ruby Sightstone

Sightstones no longer have their own restriction but are restricted by your stealth ward cap General

Placing a ward will now display your ward count and the ward that will be destroyed. Oracle's Elixir



We’re removing Oracle's Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.

Removed from Summoner's Rift" We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.To encourage all players to participate in providing vision for their allies, we're providing unique item options dedicated to vision on Summoner’s Rift.Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of 'Pink' Ward destruction. By positioning Vision Wards as having different strengths and trade-offs - we hope to create a better defined role for both Sight and Vision Wards.We’re removing Oracle's Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.

Jungle Changes

*If you’re interested in the core philosophies around our jungle changes, check out our complete rundown here!



We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.*



Summary: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes!



Jungle



The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.

Jungle monsters now have levels

Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)

Jungle monster level determines their HP/Damage and XP/Gold value

Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap



Added an extra camp (the Wight) near the Blue Golem and Wolves

Crest of the Ancient Golem (“Blue Buff”)



Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.

Cooldown Reduction reduced to 10% from 20%

Jungle Monster Statistics



All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game



Ancient Golem

Health increased to 1500 from 1400

Gold reduced to 60 from 66 Elder Lizard

Health increased to 1500 from 1400

Gold reduced to 60 from 66 Lizard

Attack Damage reduced to 10 from 11

Experience reduced to 20 from 50

Gold increased to 7 from 5 Giant Wolf

Attack Damage increased to 40 from 35

Experience reduced to 110 from 170

Gold reduced to 40 from 55 Wolf

Attack Damage increased to 14 from 8

Experience increased to 25 from 10

Gold increased to 8 from 4 Golem

Attack Damage increased to 55 from 54

Experience reduced to 140 from 160 Small Golem

Health increased to 450 from 300

Attack Damage reduced to 25 from 30

Experience increased to 40 from 38 Wraith

Experience reduced to 90 from 103

Gold increased to 35 from 30 Lesser Wraith

Health increased to 250 from 150

Attack Damage increased to 12 from 10

Experience increased to 20 from 4

Gold increased to 4 from 3 Wight (New Camp)

1400 Health

75 Attack Damage

15 Armor

55 Gold

150 Experience

Jungle Items



*In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items



Madred's Razors

Armor reduced to 20 from 25 Wriggle's Lantern

Recipe: Madred's Razors + Dagger + Dagger (Total 1800)

20 Armor

25% Attack Speed

Unique Passive: Deals 100 magic damage and heals 10 health per hit against monsters

Unique Passive: Gain 40% increased gold from monsters Spirit of the Elder Lizard

Attack Damage reduced to 25 from 35

Incinerate passive now procs on physical damage, damage increased to 16-50 from 7-40

Unique Passive: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters Spirit of the Ancient Golem

Health reduced to 350 from 500

Unique Passive: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Maximum stacks: 30. Spirit of the Spectral Wraith

Recipe: Spirit Stone + Fiendish Codex (Total 2000)

50 Ability Power

10% Cooldown Reduction

14 Health regen per 5

7 Mana regen per 5

Unique Passive: 5% of magic damage dealt to monsters is restored as Health and Mana

Unique Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters

Unique Passive: Damage dealt to monsters increased by 30%" We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.*: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes!The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game*In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items

Summoner Spell Changes

Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.



Summoner Spells

Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.



Ghost

Cooldown rescaled to 180/160/140/120 from 180

Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed

Grants 75% Multiplicative Movement Speed in the first second

Now immediately updates your pathing on cast

Ghost cannot be cast if you are immobilized Ignite

Damage rescaled based on game time

Now also reveals the target for the duration. Exhaust

Attack Speed reduction reduced to 30% from 50%

Movement Speed reduction rescaled to 30/35/40/45% from 30%. Heal

Now a targeted spell, casting this on yourself will target you and the closest nearby ally

Cast Range increased to 900 from 600

Cooldown reduced to 180 seconds from 300 seconds

Grants 30% movespeed to both targets for 1 second Teleport

Cooldown reduced to 180 seconds when targetting an allied building

Cooldown increased to 300 seconds when cancelled or interrupted Cleanse

Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy's back slightly. Smite

Cooldown lowered to 40 sec.

Damage reduced at early character levels, same damage at level 18. Clarity

Now only available on Howling Abyss Revive

Now only available on Dominion Masteries



Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

Masteries have been updated." : We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

Game Flow Changes

If you’re interested in the core philosophies around our game flow changes, check out our complete rundown here!



We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.



Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.



Turrets



The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We've adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles

Base damage adjusted to match minion health growth

Base damage against minions increased to make last-hitting under turrets consistent Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.

Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret

Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret

Inhibitor turrets now grant 175 global gold per player Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We're shifting this global experience to a phase of the game in which it'll be more appreciated and less likely to cause odd level ups and snowball advantages.

Outer towers no longer give 30 global experience when destroyed

Inhibitor towers now give 100 global experience when destroyed from 70 Defending against a split pusher is extremely taxing, but ultimately unrewarding. We've added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.

Inhibitor Turrets gained 15 hp / 5 seconds Dragon



To reduce the early snowball effect of Dragon and to give it a 'mid-game comeback' value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.

Dragon level minimum 6, maximum 15

Dragon local experience: 150 to 510 based on Dragon's level, divided between nearby allied Champions

Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions

If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference

Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra) Inhibitors

Inhibitor death timers reduced to 4 minutes from 5 minutes

Inhibitors no longer grant a global buff to all minions when destroyed

Inhibitors now grant a stronger damage and durability buff to minions in their specific lane Minion Experience



The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We're removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we'll address that with future tuning over other systems

Lane Minions now have a level, which is equal to the average level of champions in the game.

Currently this has no effect on the game but will be expanded upon in the future.

Lane Minions are no longer worth more experience based on game time.

Minions will still become worth more gold and gain more statistics over time. Bounty Changes



Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.

Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.

Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins Players who are present for a large number of assists aren't rewarded appropriately for their contribution to team fights

Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins Assist Bonuses

If players have 2 more assists than kills they get 30g additional gold per assist

Additional assists increase this bonus by 15 gold, capping at 60 gold Creep Score Reducing Death Sprees



Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn't being accurately updated to account for your actual value (due to farming minions).

Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1 Death Timers



Early death timers were a little too punishing, given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing.

Early Game death timers have been reduced

Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game" We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We've adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all rolesTurrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We're shifting this global experience to a phase of the game in which it'll be more appreciated and less likely to cause odd level ups and snowball advantages.Defending against a split pusher is extremely taxing, but ultimately unrewarding. We've added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.To reduce the early snowball effect of Dragon and to give it a 'mid-game comeback' value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We're removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we'll address that with future tuning over other systemsAlong with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.Players who are present for a large number of assists aren't rewarded appropriately for their contribution to team fightsProxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn't being accurately updated to account for your actual value (due to farming minions).

: Smite got new particles, added video and pics!Anpatch has been pushed to the PBE! This monster of a patch includes the a visual upgrade for Nasus - this includes a new model, voiceover, animations, particles, forand updates to all of his skins - and a slew of preseason support and vision changes! You'll also find out more about, some splash updates new health bars, a new recall particle, several changes to brush and a new set of brush animations, and MUCH more.Continue reading for more info.If you didn't catch them in the VO, Nasus also has two NEW unique taunts for! Check 'em out:As with any other VU, all ofskins have been also updated.Here's anincomplete skin spotlight ( his ultimate is currently bugged on PBE )splash has been updated to be darker and contain less candy.splash also had some- several pieces of her armor were made more crisp and defined. They are so, you'd have to overlay this new one and her old one to really see the difference.Here'swith a heads up on the health bar changes in this PBE patch:commented on these, saying:Several pockets of brush have been altered. Most of them have been changed in tandum with their mirrors, except for the Top Brush being split into threeBrush also now has swaying animations as you stomp through them. You can not see enemies walking around in them.Textures for an extremely incomplete ( and ghoulish if you've never seen the maps before ) Riven skin popped up in this patch.Continue reading down the post for a more detailed explanation on the new system, trinkets, and their upgrades.ALRIGHT - Instead of the typical change hunting for balance changes, Riot has provided us with pretty specific change lists for the, andchanges that hit the PBE in this updates.I hope you are ready to read and please be aware that( I'm looking at you jungle & mastery changes! )Source: http://community.pbe.leagueoflegends.com/c/gameplay/fs3jrmYy-new-support-changes-on-the-pbe-10312013 "Please remember that things on the PBE areand highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.source: http://community.pbe.leagueoflegends.com/c/gameplay/4e873pBu-new-vision-changes-on-the-pbe-10312013 "Please remember that things on the PBE areand highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.===================================================================source: http://community.pbe.leagueoflegends.com/c/gameplay/abvPJyL3-jungle-changes-on-the-pbe-10312013 "Please remember that things on the PBE areand highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.================================================================Source: http://community.pbe.leagueoflegends.com/c/gameplay/o81eXTWd-new-summoner-spells-masteries-on-the-pbe-10312013 "Please remember that things on the PBE areand highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.===================================================================Source: http://community.pbe.leagueoflegends.com/c/gameplay/1aaAQQz5-game-flow-changes-on-the-pbe-10312013"Please remember that things on the PBE areand highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.===============================================================