[MàJ] League of Legends : Complete 4.14 PBE patch cycle

[MàJ] League of Legends : Complete 4.14 PBE patch cycle
MàJ 08/08/2014 : Add changes that happens tonight
For some days now, the new cycle is arrived on the PBE ! Check out what's new and what you are going to play in a few days with your live account. 

I am sorry if some of the articles linked are in french. Please let me know if you want me to translate one of them.

For some days now, the new cycle is arrived on the PBE ! Check out what's new and what you are going to play in a few days with your live account. 

Rework : 

Summoner's Rift rework is, opnce again, in progress ! A big update has been published and include : 
Summoner's Rift's rework has been removed from the PBE !


  • FOG OF WAR :: In-game coloration has been improved!
  • GROUND TEXTURES :: Ground textures have been adjusted so that jungle pathing should be more readable
  • MORE GROUND TEXTURES :: We've made the ground textures brighter for the north and east jungle, as well as all lanes
  • TEXTURE UPDATES :: We've updated textures all over the map
  • MINIMAP BRIGHTNESS :: Minimap brightness levels have been adjusted to address visibility issues (should be much easier to see wards on the minimap now)
  • CRITTERS :: Ambient Critters have emerged on the Rift! See if you can spot them!


  • Context: When we were looking at the positioning of top lane / bottom lane brush, we found that they were actually off-center by about 450 units. We considered just leaving them alone, but realized that this is exactly the kind of stuff we should be doing with an update to Summoner's Rift, so we shifted them back. 
  • BRUSH POSITIONING : Top lane and Bottom lane brush have been re-centered (they’ve moved about 450 units in total)


  • Context: We did some tuning for the Dragon fight to bring his damage closer to what you might expect on Live. That said, it was really tough to tell how much damage Dragon's fire laser (flame breath) was doing - and how frequently he was using it – so we removed it in the name of CLARITY.  
  • FIRE BALL :: Deals 50% damage to targets beyond the first (instead of full AoE dmg)
  • FLAME BREATH :: Removed (the dragon laser) 


  • Context: We're testing something new! While these changes mean Baron will be easier to take out when a team has full control (less damage, no Voracious Corrosion on multiple targets), they also make it easier for opponents to engage on a team that's already started fighting Baron (as he has more crowd control abilities).
  • Final point: removing the knock... forward? on Back Spikes makes the fight a little more forgiving for the squishy targets who want to hide deeper in the pit (or maybe we want them huddling there when a fight happens so it'll be harder to escape, who knows...).  
  • INDICATORS :: Have been recolored and will appear faster 
  • DEATH BREATH :: - Area-of-effect changed to match the visuals 
  • VORACIOUS CORROSION :: Baron's Spells no longer apply stacks of Voracious Corrosion (now only applied to whoever is tanking damage) 
  • BACK SPIKES :: No longer knock enemies toward the front of the pit 
  • ACID BALL :: No longer deals damage-over-time in the acid pools. Now slows for 50% inside the pool. 
  • BARON TAIL :: Knockup time increased to 1.25s (from 1s). Damage lowered by 25%. 
  • BUGFIX :: Baron now properly regenerates health when attacked from over the wall


  • Global map adjustments have been made so that minimap icons and in-game Fog of War will now draw correctly
  • Animated Brush performance optimizations
  • Creature/minion performance optimizations
  • Faster loading time for low end machines
  • Memory improvements across the map by optimizing animated props


  • Black screen of suck has been fixed
  • Mac is no longer die
  • Banner of Command now properly transforms cannon minions
  • Rengar's Dominion trinket is gone from the shop
  • Nunu's consume now gives buffs
  • Lee Sin no longer crashes the game when he uses Sonic Resonance on the Blue Buff (whoops)
  • Red and Blue caster minions no longer have different attack speeds (double whoops)
  • Red cannon minions have learned to attack properly
  • Health bars on structures are now in the correct place
  • Turrets are no longer missing particles
  • Pathing around turrets has been fixed
  • Dragon and Baron always attack
  • Missing icons for Baron/Dragon/jungle camps have been added
  • Debug strings when pinging Baron/Dragon/jungle camps have been fixed"


New icons are avaible for red and blue creeps : 
And there you can find a little video to demonstrate all that changes : 


Some new 3D models of little butterflies, snails and lizards have been added to the summoner rift : 

We have even found some files indicating that footsteps particles are planned to be integrated into the Summoner's Rift, maybe some dirt effets or water splash in the river ... Wait and see!

New Champion : 

Gnar, the missing link, has been revealed by Riot at the beginning of this cycle using a promotion mini website and a much more detailled article !
He is now available on the PBE. Let's discover it !

Splash art

Base Stats
  • Health: 430 + 65 per level ( 495 at level 1 )
  • Armor: 19 + 2.5 per level ( 21.5 at level 1 )
  • MR: 30 + 0 per level
  • Health Regen: .5 ( 2.5 per 5 seconds ) 
  • Health Regen per second: .1 per level ( .5 per 5 second ) 
  • Range: 150
  • Damage:  45 +3 per level ( 48 at level 1 ) 
  • Attack Speed: .625 + 1% per level
  • Movement Speed: 325

Capacités :


  • Passive - Rage Gene
    • Gnar generates Fury while in combat and whenever he attacks. At max Fury his next ability will cause him to transform, modifying his abilities and stats for 15 seconds. 
    • Small Gnar: 
      • +10 movement speed at level one and +1 per level until level 10 then +2 per level, 
      • +250 range at level 1 and 6 per level 
      • +5% attack speed per level
    • Big Gnar: 
      • +70 HP at level 1 and +30 per level 
      • Armor / MR +2 per level 
      • +3 Health regen per 5 seconds per level, 
      • +6 base attack damage at level one and 2 per level
  •  Q - (Mini Gnar) Boomerang Throw / (Mega Gnar) Boulder Toss
    • 20/17.5/15/12.5/10 sec Cooldown
    • Range: 1125 
    • Small Gnar:
      • Throws a boomerang that deals 10/45/80/115/150 ( +1.0 Total AD ) physical damage and slows movement speed by 15/20/25/30/35% for 2 seconds before returning towards Gnar. Enemies hit beyond the first take 50% damage.
    • Big Gnar :
      • Throws a boulder that stops when it hits an enemy, slowing all nearby enemies and dealing 10/50/90/130/170 ( + 1.15 Total AD ) physical damage.
    • If Gnar catches his boomerang or picks up his boulder its cooldown is reduced by 60% 
  • W -  (Mini Gnar) Hyper / (Mega Gnar) Wallop
    • 12/11/10/9/8 sec Cooldown
    • Small Gnar:
      • Every 3rd attack or spell on the same target deals an additional 25/30/35/40/45 ( +1.0 AP ) + 6/8/10/12/14% of the target's max health as magic damage and grants Gnar 30% [ scales on ult ] movement speed that decays over 3 seconds (Max 70/125/175/225/275 damage vs monsters). Gnar gains Hyper's speed bonus whenever he turns from Big to Small.
    • Big Gnar :
      • Stuns enemies in an area for 1.25 seconds, dealing 25/50/75/100/125  ( + 1.0 Total AD ) physical damage. 
  •  E - (Mini Gnar) Hop / (Mega Gnar) Crunch
    • 18/16.5/15/13.5/12 sec Cooldown
    • Range: 475 
    • Small Gnar:
      • Leaps to a location, gaining 20/30/40/50/60% attack speed for 3 seconds. If Gnar lands on a unit [ enemy or friendly ] he will bounce off it, traveling further. Deals 20/60/100/140/180 (+ 6% of Gnar's Max Health ) physical damage and slows briefly if the unit landed on was an enemy
    • Big Gnar :  
      • Leaps to a location and deals 20/60/100/140/180 (+ 6% of Gnar's Max Health) physical damage to all nearby enemies on landing. Enemies Gnar lands directly on top of are slowed briefly. 
  • R - GNAR!
    • 120/100/80 sec Cooldown
    • 475 range radius 
    • Small Gnar:
      • Passive:
        • Increases Hyper's Momement Speed bonus to 45/60/75%
    • Big Gnar :
      • Knocks all nearby enemies in the specified direction [500 units] , dealing 200/300/400 ( .5 bonus AD )  physical damage and slowing them by 60% for 1.5/1.75/2 seconds. Any enemy that hits a wall takes 150% damage and is stunned instead of slowed.

Skin spotlight


The new Gnar's Loading Screen is now available on the PBE : 

Skins : 

Like all other champions, Gnar will be released with one skin : Dino-Gnar. 

dino gnar splash art skin pbe

Skin spotlight

Twor more champions are going to be redesigned in a new skin with this patch : 

Miss Fortune Arcade


Here are some new visual effects for the Arcade Miss Fortune skin (like the death one) :

Riot Kayle
riot kayle skin splash art load screen artwork 


More sounds

Icons : 

A new icon has been included into game files, and it seems to be related to Arcade skins. Maybe will it be available with the new Arcade Miss Fortune skin in the enxt patch .... Let's see !


7 new icons (poros <3) have been included tonight to the game files : 
These icons have been removed from the PBE .



UI : 

The new launcher and client are coming back :
The new interface disappeared from the PBE and only the landing are still there (like in the last patch).


The friend list has been upgraded to fit the new client interface

Two new ward icons have been inlcuded to the game and sems to be used when a summoner ping an ally or an ennemy ward on the map :
These icons have disappeared :


Visual Effects : 

Kog'Maw's KogMaw : Limon du Néant have been visually updated in this patch : 

Balance Changes : 

Champions Items
  • Entropie
    • Duration of the slow increased from 2 to 2.5 seconds
  • Épée sanglante
    • Damages increased from 40 to 45
    • Lifesteal reduced from 15 to 10 %
    • Duration of the stackable bonus increased from 4 to 8 seconds

Amendair - 2014-08-09 13:45:26

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