League of Legends : Patch PBE 06/15/2016 - Nexus Siege mode, support rework and more ...

League of Legends : Patch PBE 06/15/2016 - Nexus Siege mode, support rework and more ...
Some changes appeared tonight on the official League of Legends test servers. Check out what will probably end up being implemented in the next major League of Legends update.


Game mode


Heya everyone, it's been a lo~ong time since we've dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we've ever attempted making. 

You came here to get details. ^_^ Let's go. 

Nexus Siege 


Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy's Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy's Nexus in the fastest time wins! 

Players: 5v5
Map: Modified Summoner's Rift
Mode type: Blind Draft pick type with Attack + Defend rounds. 

General mechanics: 

Round based: 

Each team will take turns at sieging the enemy team's base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win! 

Siege Warp trinket and teleporting: 

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster! 

Crystal Shards: 

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by: 

Attack side: 

-- Kill enemy champions
-- Passively earned over time 

Defense side: 

--Kill enemy champions
--When the 1st tower in each lane is destroyed
--For each minion escorted and pushed into the enemy fountain
--Passively earned over time 

Normalised EXP & Gold: 

Gold & EXP are normalised for Nexus Siege across both teams. This means don't worry about last-hitting, just push those minions as fast as you can! 

Obliterator (Defense team only): 

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team's fountains. If they can push 15 total minions up there, they trigger the Obliterator laser. 

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you're not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.  Siege Weapons:
Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. :) 


Siege Ballista
A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner
Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem
Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad
Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.


Tower Surge: Beam of Ruination
Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. 'Ruinate' your enemies. Do it. :)
Tower Surge: Firestorm Bulwark
An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field
Freezes all enemy minions and slows all enemy champs within it's zone. Can completely change the balance of a team fight.

Flash Zone
Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.

We won't be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there's A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3 

Let the siege begin. :)


Balance changes

Don't forget to check out the 6.13 PBE summary to have more context about those balance changes ! 
Adjustments to Secondary Systems [Part 1 - Experience Changes] (Source)

We're making some experience changes in the 6.13 patch to address some of our concerns with how experience is rewarded. In certain cases - it's pushed too aggressively - while in others - these plays aren't being rewarded at all.

  • Champion Kill XP Adjustments
    • Champions are now worth less XP at levels 1 to 9 relative to live - this is more pronounced at early levels - 1 / 2 / 3.
Context: In general, killing someone early in lane creates an XP advantage due to deprivation. We're adjusting early champion deaths to account for the fact that super early kills are mostly about their inability to soak a wave's worth of experience rather than having the two effects compound on top of each other.
  • XP Rubberbanding Adjustments
    • Currently, our experience rubberbanding kicks in incredibly hard at certain breakpoints. For example, for minions - you gain no rubberband EXP until you are 4 levels below the average of the enemy team.
    • We're making two major changes to our rubberband system:
      • XP difference is now calculated continuously - rather than by integers - The EXP system now considers that you can be 2.5 levels behind rather than 2, for example.
      • In general, rubberband bonuses will kick in earlier than they have previously - with reduced early coefficients.
Context: Our XP rubberbanding system is currently tuned kind of oddly. It doesn't care about you at all until a certain point where it then kicks into hyperdrive. In addition, the use of integers rather than floats leads to this odd thing where - if the system does kick in - it's guaranteed to be kicking in much too hard for that context initially. These changes are intended to soften those curves to be more responsive to the actual state of the game.
  • XP "Soak" Rules
    • After dying, Champions are still considered eligible to 'soak' experience from enemy champion kills even if they did not score an assist on that target for a period of time - roughly 10 seconds for now.
    • They still aren't eligible for minion EXP while dead.
    • Note that this doesn't affect most tower dives - as you gained experience from a tower assisted kill even post death previously.
Context: There's a disturbing trend where a supportive initiation or sacrificial play that leads to your team winning the fight tends to create a terrible cyclical case. You don't gain XP for not tagging everyone in the fight. The XP gets distributed to your team instead of you. You are now lower level than your team and even less likely to be alive to soak XP for the next fight - and on and on - until the XP difference gets so large that the aforementioned plays are no longer possible. This change is intended to address the fact that the XP system for teamfights needs to consider participation for a time rather than whether or not you managed to get an assist tag on everyone involved.
  • Wards
    • Wards are now worth 30 EXP when slain.
    • Blue Trinket Wards are worth 15 EXP when slain.

Context: Ward Sweeping is an important activity but the disparity between sweeping vs. soaking experience from lanes is a bit too high at the moment. Successful sweeps should be rewarding and so we're introducing a bit of experience on wards.

  • Kindred
    • General
      • Armor reduced to 20 from 27
      • Armor by level increased to 3.5 from 3.25
    • Kindred : Frénésie de Loup
      • New :
        • Attack speed reduction against monster removed
  • Leona
    • Leona : Rayon de soleil
      • Damages reduced to 15-100 from 20-140
      • New : 
        • Proc now gives 50-84 movement speed to leona and her ally
    • Leona : Bouclier de l'aube
      • CD reduced to 9/8/7/6/5 seconds from 11/10/9/8/7
      • Mana cost reduced to 35/40/45/50/55 from 45/50/55/60/65
      • Damages reduced to 30-130 from 40-160
      • Stun duration reduced to 1 second from 1.25
    • Leona : Éclipse
      • Mana cost modified to 55/60/65/70/75 from 60
      • Damages reduced to 50-210 from 60-260
      • New
        • Gains 1 incandescence stack for each ennemy hit :
          • +50 range
          • Next attack uses 1 stack and deals 20-60 bonus amgic damages
    • Leona : Lame du zénith
      • Root duration increased to 0.5 second from 0.25
  • Lulu
    • General
      • Movement speed increased to 330 from 325
      • Mana increased to 350 from 292.4
    • Lulu : Duo éclatant
      • AP ratio increased to 0.7 from 0.5
    • Lulu : Fantaisie
      • New : 
        • 15/20/25/30/35% vattack speed bonus fro 4 seconds added
  • Sona
    • Sona : Hymne à la bravoure
      • CD reduced to 8 seconds from 10
      • Aura duration no more increased when an ally is hit
    • Sona : Aria de persévérance
      • Heal increased to 40/60/80/100/120 from 40/50/60/70/80 (live:30/50/70/90/110)
      • Aura duration no more increased when an ally is hit
    • Sona : Mélodie de vélocité
      • Sona movement speed reduced to 22/24/26/28/30% from 28/31/34/37/40% (live:13/14/15/16/17%)
      • Mana cost reduced to 40 from 50 (live: 65)
      • CD increased to 16 seconds from 12
      • Ally movement speed bonus duration increased to 2.5 seconds from 1.5 
      • Aura duration no more increased when an ally is hit
    • Sona : Crescendo
      • Bonus to other abilities removed
  • Tahm Kench
  • Trundle
    • General
      • HP regen reduced to 1.2 from 1.8856
      • HP regen by level reduced to 0.15 from 0.17
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Amendair - 2016-06-16 16:05:58

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