SKINS
A shared splash art for Prehistoric Anivia, Renekton & Cho’Gath!
BALANCE CHANGES
Jayce continues to receive more changes. These changes are compared to those currently on the PBE.
Mercury Cannon – Hypercharge (W): Bonus changed to 70/78/86/94/102/110% from 75/80/85/90/95/100%.
Cooldown increased to 13/11.4/9.8/8.2/6.6/4 seconds from 14/12/10/8/6/4 seconds.
HUD
An HUD update has been announced and will hit PBE today and tomorrow for SR and custom queues only, with all of the queues getting it next week. More information from the PBE announcement below. The official announcement can be read HERE.
HUD Update
We’re creating a more streamlined UI that doesn’t obscure the play space and reorganizes the information based on how players actually use it. These changes are all driven by tons of observation and playtesting, but like everything else, we’re looking for your feedback to improve them further.
Hello Summoners!
Now that we’ve released details on the new HUD coming to League and made it available on the PBE we want to get your feedback and experiences with it!
The team will be actively in these forums and we’ll have a Q&A tomorrow on the boards to answer more questions as well.
Also please note that the HUD will be available today and tomorrow morning on SR and Custom game queues only. After that we’ll be taking it down briefly to test and verify the latest build for live, but will be turning it on to all Queues on PBE early next week and will stay there until we’re ready for it to make the transition to live.
Thanks,
-Chager
Strategic information allows players to see the big picture. It helps you understand the state of the overall game and what’s going on across the map in order to make longer term decisions.
For example, maybe you’ve farmed enough gold to get a BF Sword on your first back. Before you B, you have a few questions to answer: how are the lanes pushing? Where’s their jungler? Did your support just hit 6? How are you tracking compared to your lane opponent? Is dragon up? Then later on, maybe you’ve just scraped through a teamfight and have other questions that need fast answers: who’s still alive on my team? How many did we kill? How long until the enemy respawns? What can we get before then?
In the current HUD, this information is scattered across the entire screen from the minimap to the top right corner, the left side, and even the TAB menu. With the HUD update, we’re grouping the answers to these questions around the minimap because players naturally head there for this kind of info. We think that this cluster creates a strategic command center of sorts and leads to better overall map awareness.
When we say ”tactical”, we’re referring to information that supports your moment to moment – mainly combat – gameplay decisions, stuff like casting an ult or chugging a pot. It also covers the things being done to your champion, like being shielded by a friendly Janna or ignited by a less friendly one.
We’ve grouped these elements and placed them front and center because that’s a player’s main field of view. We’ve also amped up the visuals on state changes such as “just off cooldown” and “level up” to ensure you catch them without having to take your eye off the action.
Finally, the update’s tackling some feature requests aimed at general usability. We’ve moved the scoreboard around so the two teams are listed horizontally, and added drag and drop so you can shift people around and line up midlane vs midlane, or move people around however you like. The new scoreboard also lists player items in order of cost, meaning you can figure out who’s packing the bigger punches, or who can take the most punishment out of the team’s tanks. Last but not least, we’ve squeezed in tower info onto the scoreboard, meaning you pretty much have all the important info on hand whenever you hit the tab key.