[WIP!] [STATUS: PBE is currently offline.]
The PBE has been updated! As we continue the 7.23 PBE cycle, today's patch includes more tentative balance changes!
Continue reading for more information!
The PBE has been updated! As we continue the 7.23 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
[Context]
- Base damage reverted from 62 to 65
Runes
Manaflow Band (S2)[Context]
- Reverted to live functionality,
Predator (D1)
- Damage changed from [60 - 140] to [60 - 180]
- Cooldown lowered from [180s-120s] to [150s - 100s]
Context & Notes
WIP1) Check out Meddler's quick gameplay thoughts for November 15th, including thoughts on game length and snowballing, Transcendence, healthbars in 7.24 and more:
"Morning folks,
Usual Disclaimers
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped.
If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler
Game length and snowball
Something we watch closely especially around pre-season is how game time and snowball rates are changing. That's been particularly important to watch this year given a few changes that have the potentially to create more snowbally and/or shorter games. Those are things like a reduction in catch up XP, Legend/Bounty Hunter runes that are being taken a lot right now, people running very aggressive feast or famine team comps without much of a front line etc.\
After the patch went out last week we saw average game times in ranked SR drop by about a minute, which is meaningful. Looking into it we realized patch 7.22 had also introduced a bug into match making where higher MMR players were being stacked on one team inappropriately. We fixed that a couple of days after the patch and then looked at game times again. That showed average game times down 30s versus 7.21, of which 10s comes from minions/monsters spawning quicker (quicker game start).
So, game time hasn't changed too much on average. Having said that though, that's just one facet of things and lack of much average game time doesn't mean other things might not have changed significantly. We're currently looking at a range of other measurements including things like:
- How snowbally a game is (on average how far through is the game decided?)
- Whether both early game and late game champions are performing appropriately
- How much variation in game length there is (are more games around the average length, or are we seeing more really short and really long games?)
- How game time, snowball etc changes by different skill levels and regions
- Etc
More thoughts on stuff like that, and pacing in general, to follow.
Transcendence
Transcendence seems to be getting a lot of conversation at the moment and we've been looking at a range of item builds suggested using it. Some seem good, but not out of line, some seem interesting but probably not effective choices. A few look really strong, especially in certain situations (looking at you Malphite), things should have contexts in which they're really strong sometimes though. Doesn't seem like the Rune's inappropriately tuned at present overall, keeping a close eye on it though in case any of the edge cases become really abusive.
Health Bar update now in 7.24
We're still working on the health bar update. Based off the number of things we still want to polish and some really useful feedback we're going to move that back to patch 7.24, rather than 7.23 as we were originally thinking, to get a bit more time to work on it. If you've got any further thoughts about how the new bars are looking, particularly after the recent polish to them while they've been on PBE, that would be much appreciated.
Non LoL: Level Design in Breath of the Wild
Occasionally I figure it's good to post some general game design stuff for people interested in that side of things, even if it's not LoL related. One thing I was reading recently that I thought was quite insightful was an account of one of the principles the Breath of the Wild team used to build their outdoor world. Link to a summary of that below, courtesy of Robert Yang summarizing Matt Walker's twitter rundown of a presentation by some of the Breath of the Wild team:
http://www.blog.radiator.debacle.us/2017/10/open-world-level-design-spatial.html"
Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !
- 11/6 PBE Update: Zoe, Three PROJECT skins, Project: Overdrive Gamemode, Skins Tab & More
- 11/7 PBE Update: Zoe Splashes, New PROJECT: Emote, & More Tentative Balance Changes
- 11/8 PBE Update: All-Star Summoner Icons
- 11/9 PBE Update: Zoe In-Client Lore & All-Star 2017 SR Banner
- 11/13 PBE Update: PROJECT: Splash Art, New Login Theme, & more
- 11/14 PBE Update: Zoe Login Theme
from
http://www.surrenderat20.net/2017/11/1115-pbe-update-more-tentative-balance.html
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