PBE 3.8 Notes

Via LeagueCraft:

Jungle
Wolves

  • Initial spawn time increased to 1:55 from 1:45
  • Respawn time reduced to 50 seconds from 60

Wraiths

  • Initial spawn time increased to 1:55 from 1:45

Golems

  • Initial spawn time increased to 1:55 from 1:45
  • Respawn time reduced to 50 seconds from 60

Ancient Golem

  • Base Experience granted increased to 275 from 220
  • Now plays a particle effect to show who the buff transferred to

Lizard Elder

  • Base Experience granted increased to 275 from 220
  • Now plays a particle effect to show who the buff transferred to

We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle monsters before laning phase begins. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether. The other changes are to reassure junglers since they’ll feel like they’ve “lost” a full camp clear since they won’t be able to start wolves or wraiths before heading to their buffs. So Elder Lizard and Ancient Golem will give more EXP, and jungle camps will spawn a little faster. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle.

Items
Madred’s Razors

  • UNIQUE Passive – Maim
  • Now deals bonus damage to monsters with every basic attack

Wriggle’s Lantern

  • UNIQUE Passive – Maim
  • Now deals bonus damage to monsters with every basic attack
  • Attack Damage increased
  • Life Steal increased
  • Combine cost increased

These changes are currently tentative. We just want to increase consistency on Madred’s and Wriggles in order to let players plan their jungle routes better with these items. There were a lot of odd cases where junglers would accidentally steal a buff from their teammate due to a random proc, or a jungler would fall behind because they weren’t getting enough procs. Overall we had to lower the damage output in comparison to the old Madred’s and Wriggle’s (if you simply average out the old Madred’s and Wriggle’s damage by four) because of the consistency involved and the fact that it never deals “overkill” damage, where it would proc on a small creep (or on a near-dead jungle unit), thereby wasting its damage.

Wit’s End

  • New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 600 gold = 2300 gold
  • Attack Speed increased slightly
  • Revised Passive – Your attacks steal Magic Resist from the target, stacks up to 5 times

Nashor’s Tooth

  • Combine Cost increased
  • Ability Power reduced slightly
  • Additional Passive – Your attacks deal 15 + 15% of your Ability Power bonus magic damage on hit

Malady

  • Removed from the game

We’ve moved Malady’s passives to the two other Attack Speed items to further solidify Nashor’s Tooth’s niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit’s End to better synergize with magic damage based fighters (even for those that don’t deal magic damage, Sunfire Cape synergizes quite well with Wit’s End). Malady has been removed as it has simply been a poor fit in the current space that it was in.

These are of course, “tentative” changes that may or may not come through the pipeline, but there are some interesting changes presented here. Obviously the jungle tweaks are mainly directed at discouraging lanes to get an early farm/xp lead and to help out some of the slower junglers to keep up. It’s interesting to see that they are removing the 500 damage proc from wriggles/madred’s, but I think that the bonus damage on each attack will balance that out in a positive way. Overall I like the jungle changes.

What was really interesting to me though, was the removal of Malady, and how they chose to go about moving it’s effects onto other items. Wit’s End stealing MR from the target would be fantastic on champs like Teemo, Yi, and Kayle, who benefit from attack speed, and also do magic damage. The same goes for Nashor’s Tooth, I always build this on Teemo especially, and having the proc from Malady placed here allots me another item slot for further use. Sometimes these small tweaks have the biggest effect on the game. Hoping to see them get pushed through onto the live servers.