라이엇 게임즈는 이제까지 PBE 서버가 테스트 목적이라는 이유로 별도의 패치 노트나 변경점을 설명하지는 않았지만, 오늘은 Xypherous 가 밸런스가 어떻게, 그리고 왜 변경되었는지 조목조목 설명했습니다. 자세한 내용은 아래를 참고하세요.

 

※ 워모그의 갑옷, 세 원딜에 대한 번역을 Chatshow님께서 도와 주셨습니다. 감사합니다.

 

02/16 PBE 업데이트 사항(번역본) 보기 : http://www.inven.co.kr/board/powerbbs.php?come_idx=2778&l=13150

"Hey, I'll be talking briefly about the major changes in today's PBE patch to give you an idea of where we're going and what we're experimenting with so that you guys will be both less confused and more informed about the changes we're currently tinkering with.  
Keep in mind that everything in PBE is experimental and subject to change but as time goes on - I'd like to try to explain some of the more possibly confusing / relevant stuff or stuff that might not be immediately apparent on first glance. 
Hopefully I'll get to do these explanations a little more often - I won't do my usual long Q&A at this time since a lot of this stuff is experimental and is subject to further tuning - mostly because testing turns out to be a lot more effective than discussion most of the time.
So let's start: 
Bilgewater Cutlass
Recipe: Long Sword + Vamp Sceptre + 200 Gold = 1400 Gold total from 1950 gold.
40 AD --> 25 AD
10% LS --> 12% LS
150 Active Damage --> 100 Active Damage
30% MS slow --> 25% MS Slow
400 range --> 500 range 
So, our major problem with Bilgewater Cutlass has been that, while attractive, it never really felt like the utility you purchased was anywhere near the price. It's meant to be a cool utility pickup that offered some lane sustain and gave you a chance at an all-in but it seemed to be just generally ineffective unless your character already had an all-in.
Hence, we're trying to tune it so that it becomes a better utility pick-up and slightly more usable in general at the cost of some of the active power. 
Blade of the Ruined King
Recipe: Cutlass + Dagger + Dagger + 500 Gold = 2700 Gold total from 2850 Gold on live.
* 45 AD --> 30 AD
* 0% AS --> 40% AS
* 10% LS --> 0% LS
* Passive now heals you for 30% of your total attack damage, rather than 50% of the damage dealt. This is essentially premitigation lifesteal.
* Active slow/speed duration is now 4 seconds from 2 seconds.
* Active now deals 100 + 10% of the targets maximum life - serving as an execute or a wind-up peel
* Range increased to 550 from 400.
Numbers still need further tuning. 
So our problems with the previous iteration of the PBE BoRK was that it still suffered from a number of cross-purposes. This version is most likely way too mathy to be entirely elegant - ideally we'd find a more elegant phrasing of it - but this is kind of the sledgehammer approach. We'll probably try to find ways to refine it. 
Essentially, the problem with the 'sustain-tank' approach that the old BoRK was after was simply it gave you the sustain frequently at a time where you didn't need it and as you got low. By the time you wound up needing the sustain near the end of the fight, the item simply didn't give you any sustain - hence the move towards a more flattened sustain approach.
The active is either an execute for those close fights and then further MS to capitalize on cleaning up the fight - or a mid-fight kiting tool. 
The approach here is to move BoRK away from being a primary damage slot item and into your attack speed slot as a Carry. BoRK should be ideally competing with your 2nd major multiplicative item, like Shiv or Phantom Dancer - rather than your first big damage item.
Also - I am now deathly scared of Irelia - but at the very least she's not assassinating squishies exponentially faster than tanks with it.

Taric

* Shatter no longer gives a flat 10-30 armor aura, instead radiating X% of Taric's armor to allies.
* Shatter has an armor scaling damage ratio.
* Taric's passive changed to deal X% of his maximum mana as bonus damage.

Taric is a generalist support pick that has a success rate far far far above his compatriots at the moment. We have a couple options on where to go with him at this point - but in general, Taric suffers from being a generalist lane bully to transitioning to a walking ball of aura statistics for his team.

This tends to lead to Taric feeling like he does very little overall to the team - even if he is adding something like 1000 Gold to everyone's base statistics.
Keep in mind, we're still heavily iterating the numbers on him. In the end, Taric should be a compelling pick if you are facing a heavy attack damage team and we'll adjust the aura value until he fits that mold. 
Taric's base AD reduction is mostly compensate for his passive attack damage which is still undergoing numerical tuning.

Hecarim

* Spirit of Dread (W) heal from damage flattened to 20% at all ranks from 10-30%
* Rampage (Q) base damage increased slightly at all ranks. 
Hecarim is a character who is entirely dependent on levels for his major game advantage - The terrific power of his 'W' sustain once he actually gets the levels to fuel it.

This also leads to his major weakness - in that when he falls behind, he tends to be terrible at almost all ranks. We're essentially flattening this 'W' curve out a bit better such that Hecarim has a more consistent performance. Hecarim is already fairly intensive to play from a mechanics perspective with a lot of subtle nuances in successful 'E' and 'R' positioning so the added level pressure seems superflous a lot of the time. 
Warmog's Armor
* Regeneration lowered to 1% from 1.5%. 

We're mostly concerned at the moment with the early laning snowball case of this item, rather than the teamfight potential - considering the way we're trying to position BoRK. Depending on how well the BoRK tuning works out - the majority of the pain point of Warmog's should be how well it allows you to win the lane by mere stubborness and be immune to ganks. 

 

<워모그의 갑옷>
* 체력 재생력이 1.5%에서 1%로 감소.

 
우리는 워모그로 인해서 한타 상황에 진입하기 이전에 라인전에서 스노우볼 효과가 빨리 발생하는 것에 대해서 우려하고 있다. (BoRK가 뭔지 몰라서 이건 해석 못함) 워모그의 가장 큰 문제점은 라인에 섰을 때 워모그를 통해 단순히 챔프가 단단해지는 것만으로도 라인에서 이길 수 있고 갱킹에 면역이 가능하게 한다는 점이다.

Vayne / Tristana / Ashe

The current version of PBE has some heavy modifications to these character's attack speed per level statistics. 
Vayne: 3.1% --> 4.5% ASPD / Level
Tristana: 3.01% --> 4.5% ASPD / Level
Ashe: 3.1% --> 4% ASPD / Level 
The goal of this change is mostly to fulfill the basic promise of Vayne / Tristana. At level 18, these characters are supposed to absolutely destroy the enemy team - so long as you can get them there. They are, along with Kog'maw, some of the truest ranged carries in League of Legends at the moment. 
However, with the decrease in power from itemization - these characters are suffering from a mid-game slump and a farming slump - thus power in their levels seemed to make sense for addressing their basic curve. This change basically ensures the power level of these traditionally weaker early-game carries for guaranteed power late game. 

As for Ashe, she's kind of the ultimate late game utility/kite carry - thus the attack speed here is mostly so that she is always able to fulfill her role as kiting carry. Attack speed is a major factor in being able to "orb-walk" to poorly use DoTA Jargon (Attack Move fluidity, roughly). 

 

< 베인 / 트리스타나 / 애쉬 >

현재 버전의 PBE에서는 위 챔피언들의 레벨당 공격 속도 스탯에 대해 대대적인 조정이 이루어졌다.

 
베인 : 3.1% --> 4.5% 공격속도 / 레벨당
트리스타나 : 3.01 --> 4.5% 공격속도 / 레벨당

애쉬 : 3.1% --> 4% 공격속도 / 레벨당


이러한 변경의 이유는 베인과 트리스타나의 기본적으로 설계된 캐리력을 발휘할 수 있게 하기 위함이다. 레벨이 18일 때, 이 챔프들이 상대를 제압할 수 있는 능력이 있을 경우에 한해 이 챔프들은 상대팀을 압살할 수 있어야 한다. 이것은 코그모도 마찬가지로, 지금으로서는 코그모, 베인, 트리스타나는 LOL 내에서 진정한 AD 캐리 챔프라고 할 수 있다.

 
그런데, 아이템이 갖춰지지 않았을 경우의 그 파괴력이 떨어질 때는 파밍과 중간 시간 대의 딜로스가 매우 심한 편이다. 따라서 레벨에 따라 공속을 올려준 것은 이 챔프들이 레벨이 올라가는 구간을 좀 더 수월하게 해주기 위함이다. 이러한 변화들은 초반에 약한 베인, 트리스타나, 코그모와 같은 챔프들이 레벨에 따라 좀 더 힘을 얻게 해주기 위함이고 후반을 도모할 수 있도록 하는 것이다.
애쉬의 경우에는 애쉬는 극후반에는 유틸리티와 카이팅을 주 무기로 삼는 AD 캐리로서, 공속을 부여함으로써 카이팅이 좀 더 수월하도록 하였다.

Further Tuning

We'll be trying to look at the various AS options for this patch and trying to ensure that AD carries have sufficient options for customizing their damage load-outs based on playstyle / needs of the game. 

Additionally - we'll probably be looking more at the Bulwark / Locket / Sunfire combination and trying to assess how powerful this defensive teamfight style is, as it's been very effective in LCS thus far."