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GET HYPED for Hyper Roll!
Hyper Roll is the new way to play Teamfight Tactics! It’s a shorter, slimmer version of the standard TFT you know and love. You will almost certainly finish a game of Hyper Roll in 20 minutes (or sooner… even a lot sooner).
Hyper Roll features a simpler economy that allows you to focus on fielding the very best team you can, and re-rolling your shop to do it. You'll want to focus on keeping your board as strong as possible at every stage. Losing rounds, especially in the late game, will get you eliminated—fast. So while standard TFT asks for patience and precision, Hyper Roll demands a few good presses of that sweet sweet re-roll button… usually.
There’s no bad time to play Hyper Roll. Maybe you’ve got some time to kill and don’t want to commit to a standard game, or maybe you just want to focus on learning the champions and traits without having to worry about managing your gold. Or maybe you’re looking to reach the top of the Hyper Roll ratings — Hyper Tier. Hyper Roll has a little something for everyone, and here's how it works:
How it Works
TFT: Hyper Roll has a lot in common with standard TFT, but it specifically challenges your champion choices and teambuilding thanks to a few rule tweaks. Here are the new rules for Hyper Roll:
Experience and Income
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You can’t buy XP. In standard TFT, you gain a little XP automatically each round, and you can spend 4 gold to buy more as often as you like. In Hyper Roll, you level up at the start of each stage . This way, every player in a Hyper Roll game is always the same level as every other player.
- TIP: Towards the end of a stage, consider saving gold to roll when you level up at the start of the next one… or, if you’re gunning for some low-cost 3-star champions, roll for them before your chance to get them goes down!
- You get two gold per victory, instead of one. Just winning rounds gets you some extra gold — and it can add up.
- There are no gold bonuses for winning and losing streaks. In Hyper Roll, there’s no upside to losing a round (apart from weird trait bonuses).
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There’s no interest income. Accumulating gold doesn’t generate any extra gold all by itself. Your base income in Hyper Roll is a bit higher than in standard TFT, though.
- TIP: You might still want to save gold to roll at a higher level, when you’re more likely to get high-cost champions (and want to be able to afford them).
Health and Damage
- Players start the game with 20 Health. You’re still eliminated when your Little Legend loses all of its health.
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Damage amount per round is flat. Unlike standard TFT, surviving champions won't deal any extra damage. Both the narrowest and the most devastating defeats cost you the same amount of Health in Hyper Roll.
- In the first 4 stages of Hyper Roll, each loss costs 2 Health.
- In stages 5-7, it’s 4 Health.
- In stage 8 and later, it’s 6 Health.
- TIP: You’ll see a special “imminent death” version of your Little Legend’s health bar when elimination is 1 loss away!
- TIP: Don’t be fooled by those low damage numbers early in the game! Winning those rounds can make a big difference at the end, generating some extra gold for that key re-roll, and forcing an opponent to beat you twice instead of once for the win.
Drafting and Round Structure
- There’s only one shared draft carousel, and it kicks off every game. After that, you’ll get item components from the Armory, a new feature we’re also adding to standard TFT. The Armory will appear on screen at the start of stages 4 through 6, and lets you pick one of two item components. (Standard TFT still has all the shared draft rounds it used to have — but in Reckoning, the Armory is also used to get those dangerous Shadow components.)
- The round structure is different. In general, Hyper Roll stages have fewer rounds, especially early on.
Climb Fast
When you play Hyper Roll, you’ll get a rating that corresponds to your team-building and rerolling skill. Everyone starts in the Gray tier, but you'll progress through Green, Blue, and Purple tiers on your way to the pinnacle of Hyper Roll: Hyper Tier! We’re a bit more chill in Hyper Roll than in a standard Riot Ranked system: you’ll get Ranked rewards based on the highest rating you achieve each stage (starting at Blue Tier) — even if you later take a plunge. No need to worry about whether a bad streak will push you out of rewards contention. Last but not least, Hyper Roll will have its own rewards, separate from standard TFT!
Missions and Balance
In addition to standard TFT, you’ll be able to complete missions for your Reckoning Pass in Hyper Roll for full XP, so it can be a fast way to get a chunk of progress! That said, you’ll only get 50 baseline XP for each Hyper Roll match you play.
We’re going to take an active approach to balance in Hyper Roll just like we do in standard TFT. We have some theories about how this is going to go… and you’re probably going to burn all of those theories to the ground. It’s possible that Hyper Roll will need significant tuning to keep TFT’s fun and varied gameplay intact, so we’re going to be keeping a close eye on that as players experience the beginning of Hyper Roll!
The Same… but Different
Hyper Roll’s pace and rules mean we have to make some tweaks to how some traits and champions work. We’ll always make them work as similarly to their standard counterparts as possible; but, for example, Teemo can’t cost 6 Health in Hyper Roll — that’d be over a quarter of your starting Health! Even Teemo isn’t powerful enough to warrant THAT. So, in Hyper Roll, he only costs 1 Health. Similarly, any trait that changes according to rounds will need adjustments to ensure it makes sense in Hyper Roll.
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You can’t buy XP. In standard TFT, you gain a little XP automatically each round, and you can spend 4 gold to buy more as often as you like. In Hyper Roll, you level up at the start of each stage . This way, every player in a Hyper Roll game is always the same level as every other player.
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PATCH 11.8 NOTES
AUTHORSSHIO SHOUJO, MOM CATHi, welcome back!
This patch, we’ve got something for everyone. If you’re looking for something cutting-edge, we’ve got the snip-snap from Gwen, who’s weaving her way over to the Rift. Sick of the galactic beats of last patch? Rammus has a new slammin’ jam, complete with a polish to his trusty armored shell. Did your spring cleaning and in need of something sparkly? Perfect, because we’ve adjusted some Mythics for you to get your grubby little enchanter hands on. Or perhaps you’ve missed playing some champs in their trusty old lanes, like a certain very accredited, very purple doctor, or maybe even a flaming hot yordle.
Looks like you’ll have to read on to find out. See ya in the next one.
Come one, come all, to the TFT patch notes before the set ends and the Reckoning begins!TRICIA "MOM CAT" TANHANNA "SHIO SHOUJO" WOOMID-PATCH UPDATES
4/13/2021 ARAM VFX Updates
These updates were included in the original patch deploy, but left off of the original Patch 11.8 Notes!
Snowballs
- New missile that should match the hitbox a bit better and be more readable in hectic team fights
- New recast activation VFX on tagged target
- New hit-and-miss VFXs
- New SFX on missed snowball, so you know when you do hit!
Poros
- New porosnax icon
- New porosnax missile going from you to the closest poro in an arc, with new and cute SFX!
- Poros now stop and open wide when they see a porosnax coming their way, with hearts on their eyes
- New cute little chomp VFX and SFX when poros receive their porosnax
- New “happy circles” hearts VFXs while poros are happy and fed, with hearts on their eyes while circling around
- Added hearts VFXs that follow a poro forever once it is fed at least once
- New, more ceremonial poro explosion effect once they have been fed ten times and explode in several other poros
Health Relics
- New Relic VFX (the floating cross)
- New pick-up VFX (for the one picking it up)
- New healed VFX (for everyone healed in the area)
Others
- New Respawn effect
- Cleaned up Turret glows and added some subtle falling cold smoke
4/13/2021 Omnivamp, Sanguine Blade and Yorick Bugfixes
Omnivamp Items
HEALING BUGFIX Fixed an issue where all items that grant omnivamp would heal double the intended amountJUNGLE BUGFIX Omnivamp from jungle items are now long being applied to enemy champions and minions
Sanguine Blade
PHYSICAL VAMP BUGFIX Sanguine Blade now properly heals from physical damage dealt
Yorick
R - EULOGY OF THE ISLES BUGFIX Towers now properly prioritize damaging Yorick's Maiden instead of minions when she attacks enemy champions while Yorick is not in the tower's rangePATCH HIGHLIGHTS
CHAMPIONS
NEWGWEN
The Hallowed Seamstress
Gwen snips, skips, and slashes into 11.8 on April 15th.
- Gwen Abilities Rundown
- Gwen Champion Bio
- Gwen Champion Insights
- Gwen Champion Teaser
- Gwen Gameplay Trailer
High-res versions of Gwen’s splashes are available on League Displays!
ANNIE
W cost increased early.
Lately, Annie’s been blazing down her foes. By increasing the cost on her W, she’ll have to be more careful when deciding whether to burn up minions or enemy champions.
W - INCINERATE
COST 70/80/90/100/110 mana ⇒ 90/95/100/105/110 manaAPHELIOS
Passive lethality increased. R main weapon effects strengthened.
Aphelios has been looking pale ever since we nerfed his interaction with Kraken Slayer in 11.2. Given how he’s fallen behind other scaling marksmen, we're putting more punch into his lethality rank-ups (which have been historically lackluster), along with his weapon effects during his ultimate, to let him reach for the moon.
PASSIVE - THE HITMAN AND THE SEER
LETHALITY 3/6/9/12/15/18 ⇒ 3.5/7/10.5/14/17.5/21
R - MOONLIGHT VIGIL
CALIBRUM DAMAGE PER MARK 40/70/100 ⇒ 50/80/110SEVERUM HEALING 250/375/500 ⇒ 275/400/525GRAVITUM ROOT DURATION 1.25 seconds ⇒ 1.35 secondsINFERNUM SPLASH DAMAGE 85% of initial damage ⇒ 90% of initial damageCRESCENDUM CHAKRAM REFUND 4 additional (5 total) ⇒ 5 additional (6 total)CASSIOPEIA
E cost now scales down.
Cass has been coiled up tight with Tear of the Goddess, as she relies on its mana in mid and late game teamfights. This dependence has caused her to suffer both in power and freedom in item diversity, so we’re scaling down her need for it.
E - TWIN FANG
COST 50 mana ⇒ 50/48/46/44/42 manaDR. MUNDO
Passive max health regen increased.
At present, jungle Mundo’s been smashing, and top lane Mundo’s been crashing. We’re tackling this by pulling back on his clear speeds, which should slow his roll without stopping our purple friend from cleaving through the jungle. We’re then doctoring up Lane-do by tossing him more regen to make him the meaty meatball of his dreams.
PASSIVE - ADRENALINE RUSH
MAX HEALTH REGENERATION 1.5% ⇒ 2.5%
Q - INFECTED CLEAVER
CAPPED DAMAGE AGAINST MINIONS & MONSTERS 300/350/400/450/500 ⇒ 100/200/300/400/500HEALTH COST RESTORE ON ENEMY HIT 50% ⇒ 100%
E - MASOCHISM
FLAT BONUS AD 40/55/70/85/100 ⇒ 30/45/60/75/90MAX BONUS AD 60/90/120/150/180 ⇒ 50/80/110/140/170GNAR
W bonus movement speed decreased.
We shubbanuffa’d ourselves by giving Gnar too loose a leash, and now he’s been throwing temper tantrums all over the map. We’re pulling back accordingly.
W - HYPER
BONUS MOVEMENT SPEED 30/45/60/75%, decaying over 3s (based on R rank) ⇒ 20/40/60/80%, decaying over 3s (based on R rank)LEBLANC
Q damage and total damage increased.
LeBlanc is a master trickster known for her ability to bop in, burst down, and bop back out— but as of late, her burst has felt more deceitful than fatal.
Q - SIGIL OF MALICE
BASE DAMAGE 55/80/105/130/155 ⇒ 65/90/115/140/165TOTAL DAMAGE 110/160/210/260/310 ⇒ 130/180/230/280/330LEE SIN
E cooldown decreased.
We’re giving Lee Sin more clear to help him keep an eye on other top junglers.
E - TEMPEST
COOLDOWN 10 seconds ⇒ 8 secondsORIANNA
E bonus resistances decreased early.
Our lady of clockwork has become the staple mid lane mage in Pro play. Armed with both safe early game laning and strong mid-to-late game teamfight power, she’s a reliable source of utility and damage without much of a tradeoff. To even things out, we’re tapping down her early durability in the early phases of the game.
E - COMMAND: PROTECT
BONUS RESISTANCES 10/15/20/25/30 armor and magic resist ⇒ 6/12/18/24/30 armor and magic resistUPDATED RAMMUS
Q base damage decreased later. W now lasts longer with basic attacks. E taunt duration decreased. R updated so that Rammus now soars, slams, slows, and shocks. Ability VFX and SFX updated.
In conjunction with his release in Wild Rift, we’re celebrating Rammus with a mini visual update! Along with new sound and visual effects, we’re armoring this ‘dillo with a new ult that rewards him for going fast and vaulting into enemies to create the perfect impact.
Q - POWERBALL
BASE DAMAGE 100/135/170/205/240 ⇒ 100/130/160/190/220
W - DEFENSIVE BALL CURL
NEWBALLIN’ Basic attacks now extend the duration of Defensive Ball Curl by 0.4 seconds, up to a maximum of 4 additional seconds
E - FRENZYING TAUNT
TAUNT DURATION 1.25/1.5/1.75/2.0/2.25 seconds ⇒ 1.2/1.4/1.6/1.8/2.0 seconds
R - SOARING SLAM
UPDATEDCOME ON AND SLAM, AND WELCOME TO THE… RAM Rammus leaps into the air and slams down, dealing 100/175/250 (+0.6 AP) magic damage and slowing enemies by 15/17.5/20% for 1.5 seconds. Rammus generates aftershocks at the target location for 4 seconds, dealing 20/30/40 (+0.1 AP) magic damage and stacking the initial slow up to four times. Damage near the center is increased up to 150% damage based on the distance traveled. If Soaring Slam is cast while Rammus is in Powerball, enemies near the center are also knocked up and dealt Powerball's collision damage, ending Powerball's effect.COOLDOWN 100/80/60 seconds ⇒ 130/110/90 secondsRUMBLE
Base magic resist and magic resist growth decreased. Passive Overheating bonus damage decreased; now scales with target’s maximum health; now grants attack speed. E now reduces the target’s magic resistance.
Although mid Rumble’s been doing well, he’s been feeling rather tepid up in top lane. We like supporting both sides of the yordle, so we’re finding a middle ground in power for both roles by making top Rumble better at beating down tankier targets, while making mid Rumble more vulnerable, particularly when laning against mages.
BASE STATS
MAGIC RESIST 32 ⇒ 28MAGIC RESIST GROWTH 1.25 ⇒ 0.75
PASSIVE - JUNKYARD TITAN
OVERHEATING BONUS DAMAGE 25-110 (based on level) (+30% AP) ⇒ 10-50 (+6% of target's maximum health) (+30% AP)NEWIT’S GETTIN’ HOT IN HERE While Overheated, Rumble gains 50% attack speed
E - ELECTRO HARPOON
NEWSO TAKE OFF ALL YOUR MR Electro Harpoon now reduces the target’s magic resistance by 10% (15% when in the Danger Zone) for 4 seconds, stacking additivelyTHRESH
E cooldown increased and now scales.
Thresh is still thriving as one of the top supports, so we’re tightening the chains on one of his most versatile tools.
E - FLAY
COOLDOWN 9 seconds ⇒ 11/10.5/10/9.5/9 secondsVLADIMIR
Q cooldown decreased later.
As a champ who used to rush item components for CDR, but can no longer do so with the new Mythic item structure, Vlad has been thrown for a loop. To compensate, we’re pumping down his cooldown.
Q - TRANSFUSION
COOLDOWN 9/8/7/6/5 seconds ⇒ 9/7.75/6.5/5.25/4 secondsYORICK
Mist Walkers damage decreased. E initial leap damage decreased; now deals increased damage over 8 attacks. Turrets now prioritize minions over the Maiden.
Well, we did it. We woke Yorick up and brought him back to life… and right over the balance line. To mitigate, we’re following up his patch 11.6 buffs by walking back some of his damage—but we don’t want to leave him back in the dirt. So we’re also adding the second part of his intended changes to help his Maiden stay alive. Instead of constantly trying to keep her out of harm’s way, our premier split pusher can now focus on destroying turrets with his minions of the Mist.
PASSIVE - SHEPHERD OF SOULS
MIST WALKER DAMAGE 2/3/4/5/6/7/8/14/20/26/32/38/44/55/66/77/88/99 (+30% total AD) ⇒ 2/3/4/5/6/7/8/13/18/23/28/33/38/48/58/68/78/88 (+25% total AD)
E - MOURNING MIST
MIST WALKER INITIAL LEAP DAMAGE 200% on first attack ⇒ 100% (normal damage) on first attackNEWMARKED TERRITORY Marked targets take 40% increased damage from the next 8 attacks by a Mist Walker
R - EULOGY OF THE ISLES
TURRET PRIORITY Attacks the Maiden over melee and ranged minions ⇒ Attacks melee and ranged minions over the MaidenZAC
W damage increased.
Between last season’s changes to jungle camp health and Bami’s Cinder, Zac lost a lot of his mid-game clear speed. We’re putting the glob back on the job by slinging him more damage, along with a buff for AP bruiser builds.
W - UNSTABLE MATTER
DAMAGE 25/40/55/70/85 (+4/5/6/7/8% of target’s maximum health) (+2% per 100 AP) ⇒ 35/50/65/80/95 (+4/5/6/7/8% of target’s maximum health) (+4% per 100 AP)JUNGLE CHAMPION CHANGES
We’re bringing some fringe junglers and popular champions up to actually viable levels in the jungle. While we've done passes on a number of these champions before, we're more confident that these changes will give them safe and competitive clears that should be fun for those itching for a test run.
DARIUS
PASSIVE - HEMORRHAGE MONSTER DAMAGE BONUS 175% ⇒ 300%
DIANA
PASSIVE - MOONSILVER BLADE DAMAGE TO NON-EPIC MONSTERS 150% ⇒ 300%PASSIVE - MOONSILVER BLADE BONUS ATTACK SPEED 10-40% (based on level) ⇒ 20-40% (based on level)
MORDEKAISER
PASSIVE - DARKNESS RISE CAPPED DAMAGE AGAINST MONSTERS 28-164 (based on level) ⇒ 180 (at all levels)
ZED
PASSIVE - CONTEMPT FOR THE WEAK ON-TARGET COOLDOWN Affects all targets once every 10 seconds ⇒ Applies to enemy champions once every 10 seconds (i.e. no longer affects minions and monsters)REMOVEDPASSIVE - CONTEMPT FOR THE WEAK BONUS DAMAGE AGAINST MONSTERS No longer deals increased damage by 100% against monstersPASSIVE - CONTEMPT FOR THE WEAK CAPPED DAMAGE AGAINST MONSTERS 200/350/500 (based on level) ⇒ 300, capped only for epic monsters (at all levels)
MORGANA
W - TORMENTED SHADOW BONUS DAMAGE AGAINST NON-EPIC MONSTERS 150% ⇒ 200%ITEMS
Support Mythics
With Moonstone Renewer as the only Mythic that truly fulfilled enchanter’s dreams, they haven’t had much of a selection to choose from. To expand their horizons and inventories, we’re adjusting the following items to be picked up based on the situation at hand: Moonstone for more heals and shields, and Shurelya’s for more nimble feet and aggressive plays. We don’t want to overload the game with movement speed, so we’re also pivoting Staff of Flowing Water to focus from fast zooms to AP booms.
MOONSTONE RENEWER
STARLIT GRACE HEAL 50-100 (based on target's level) ⇒ 60 (at all levels)STARLIT GRACE HEAL AMPLIFICATION Each second spent in combat increases the base heal by 12.5%, stacking up to 4 times, up to 50% ⇒ Each second spent in combat increases your healing and shielding power by 4%, stacking up to 5 times, up to 20%MYTHIC PASSIVE Empowers each of your other Legendary items with 5 ability haste ⇒ Increases Starlit Grace’s heal by 10
SHURELYA'S BATTLESONG
REMOVEDINSPIRE DAMAGE EMPOWERMENT No longer empowers the next 3 instances of damage to deal an additional 35-55 magic damageNEWPASSIVE - MOTIVATE Empowering or protecting another allied champion (excluding yourself) grants both allies 25% movement speed over 1.5 secondsMYTHIC PASSIVE 3% movement speed ⇒ 5 ability haste
STAFF OF FLOWING WATER
RAPIDS Grants 15% bonus movement speed and 20-40 (based on target's level) AP for 3 seconds ⇒ Grants 20 ability haste and 20-40 AP for 4 secondsFROZEN HEART
Frozen Heart’s been getting looked over in the tank item department. Have some heart (and more armor, while you’re at it).
ARMOR 70 ⇒ 80CHEMTECH PUTRIFIER
We set out to make Chemtech Putrifier a more sought after choice for supports by substantially broadening its use cases. First and foremost, we’re making it so you have to target an ally to receive the benefits yourself (much like Ardent Censer and Staff of Flowing Water). The ability to apply it to oneself didn't seem to have significant power implications, but it did have odd interactions (like with Ravenous Hunter) that were not intended. In addition, we’re giving the item a slight buff because it's still a bit niche and underperforms compared to other options.
ABILITY POWER 50 ⇒ 55UPDATEDPUFFCAP TOXIN ALLY EMPOWERMENT Healing or shielding an allied champion (including yourself) empowers the ally’s next damage to an enemy champion with 60% Grievous Wounds for 3 seconds ⇒ Healing or shielding another allied champion (excluding yourself) empowers both the ally’s and your next damage to an enemy champion with 60% Grievous Wounds for 3 secondsUPDATEDTOOLTIP CONSISTENCY To match Chemtech Putrifier, Ardent Censer’s tooltip has been updated to specify the requirement of another ally. Their functionality is entirely unchanged.NEWNO MORE GRIEVANCES Items that apply Grievous Wounds will now be called out in chat to notify your team when purchasedIONIAN BOOTS OF LUCIDITY
These kicks have become very popular in Pro play, crowding out other footwear options in the jungle. We’re slapping on a higher price tag since their cost is a contributor to an unsustainable jungle meta centered around fast clears and fast ganks at low costs.
TOTAL COST 900 gold ⇒ 950 goldHEXTECH ROCKETBELT
Night Harvester tends to be purchased more and performs better than Rocketbelt, even by one of the item’s intended audiences—champions who aim to assassinate single targets. We’re bringing it back into style by sharpening the differences between the two items.
HEALTH 350 ⇒ 250NEWMAGIC PENETRATION 6UPGRADED AEROPACK (ORNN UPGRADE) HEALTH 450 ⇒ 350NEWUPGRADED AEROPACK (ORNN UPGRADE) MAGIC PENETRATION 10TITANIC HYDRA
Shifting its power away from early game and low-health builds.
COLOSSUS BONUS AD Equal to 1% maximum health ⇒ Equal to 2% bonus healthIN-GAME SHOP UPDATES
- Purchasing a Mythic item from the All Items view now collapses the Mythic row. You can't buy another one anyway so we saved you some space!
- Fixed an issue where scaling the HUD could break parts of the shop. (Allan, add a joke about scaling here.)
- Various performance improvements and bug fixes. Now you can lose because of your lane phase rather than the shop.
SHURIMA CLASH
Get ready to Arise! with your team, because this round of Clash is Shurima themed! The first weekend will be April 17th and 18th, and the second will be May 1st and 2nd. Team formation for the first weekend open on April 12th.
SEASON 2021 HONOR 5 CHROMAS
Each season, we add new chromas for Medieval Twitch and Grey Warwick to keep the rewards coming for League's most sportsmanlike players who reach Honor 5 season after season.
When you open your Honor 5 capsule, you'll receive one Honor 5 token that can be redeemed for Medieval Twitch, Grey Warwick, one of these new chromas, or a previously-released chroma. You have to own Medieval Twitch or Grey Warwick before you can unlock one of their chromas, but you don't have to own them both. Honor 5 capsules also contain a random emote or ward skin.ARAM BALANCE CHANGES
11.8 Buffs
AURELION SOL Normal ⇒ -5% damage takenFIORA Normal ⇒ -5% damage takenKASSADIN +5% damage dealt, -5% damage taken ⇒ +5% damage dealt, -10% damage takenOLAF Normal ⇒ -5% damage takenRAMMUS Normal ⇒ -5% damage takenRENGAR +5% damage dealt, -8% damage taken ⇒ +8 damage dealt, -8% damage takenRYZE +5% damage dealt, -10% damage taken ⇒ +8% damage dealt, -10% damage taken11.8 Nerfs
AKALI +20% damage dealt, -20% damage taken ⇒ +5% damage dealt, -5% damage takenAMUMU Normal ⇒ +5% damage takenLEONA Normal ⇒ +5% damage takenORNN -5% damage dealt ⇒ -10% damage dealt, +5% damage takenSERAPHINE -15% damage dealt, +15% damage taken, -15% healing, -15% shielding ⇒ -15% damage dealt, +15% damage taken, -20% healing, -20% shieldingVARUS -5% damage dealt ⇒ -5% damage dealt, +5% damage takenXERATH -5% damage dealt ⇒ -5% damage dealt. +5% damage takenYORICK Normal ⇒ Increasing the number of deaths required to spawn a grave from 2 to 5ZIGGS -18% damage dealt, +15% damage taken ⇒ -18% damage dealt, +18% damage takenBUGFIXES/QOL CHANGES
- LEAGUE CLIENT: Fixed an issue where the Social panel would continuously flicker when loading the client
- LEAGUE CLIENT: Fixed an issue where players would not be able to see specific champion stats in their Profile
- Rakan's E - Battle Dance's second cast now properly triggers Summon Aery
- Sion's R - Unstoppable Onslaught now properly knocks up really big targets
- Corrected Corki's E - Gatling Gun's tooltip to properly match its actual values
- Fixed a bug where Kennen's W - Electrical Surge SFX would continue to play after cast until his death
- Alistar can now generate E - Trample stacks against Morgana's E - Black Shield and Malzahar's Passive - Void Shift
- Fixed a bug where Kindred's Wolf's W - Frenzy would not attack the Rift Scuttler if the ability was cast prior to it entering the respective ability area
- Trundle's W - Frozen Domain now properly increases the healing received from omnivamp
- Fixed a bug where Jarvan IV would be able to leave R - Cataclysm's terrain if he activates Stridebreaker and casts the ability simultaneously
- Fixed Orianna's tooltip which switched the damage and shield values of E - Command: Protect
- Yuumi can no longer activate Moonstone Renewer when casting W2 - Change of Plan repeatedly on an out-of-range ally that is in combat
- Fixed an issue where Ironspike Whip's, Goredrinker's, and Stridebreaker's passives would not remove spell shields from enemy champions
- Fixed a bug where Prowler's Claw's Sandswipe passive would still apply damage and its debuff to targets with spell shields
- Knight's Vow's Sacrifice passive now properly redirects damage from allied Pledged champions to the user even when they're untargetable
- When Kayle has Kraken Slayer and uses E - Starfire Spellblade as a third attack, she will now properly deal true damage
- Jayce now properly deals true damage on his third attack (with Kraken Slayer equipped) with Mercury Cannon in all instances, not just when he crits
- Dark Waters Diana's VO now properly play when she casts Q - Crescent Strike
- Battle Academia Caitlyn's W - Yordle Snap Trap hit VO now plays from Caitlyn's location instead of the trap's location. Her R - Ace in the Hole cast VO also now plays for all enemies and allies.
- Fiora's R - Grand Challenge VO now plays from her location instead of her target's location
UPCOMING SKINS & CHROMAS
The following skins will be released in this patch:
The following chromas will be released this patch:
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Welcome to the After, After Party,
It’s the last patch of Fates and we’re sending it off with a BANG! It’s a TFT tradition for the last patch of a set, sometimes the last two patches, to get a little wild. We do this because the patch that World’s tournaments are played on has been locked two patches ago, allowing us to make changes that make more risks in order to prioritize FUN. So, to conclude the Festival of Beasts, we have some minor balance adjustments to the most dominant compositions and then a series of larger changes that’ll be sure to make some truly memorable moments.
RODGER "MINIONSRPEOPLE2" CAUDILL
PATCH HIGHLIGHTS
SYSTEMS
Lucky Lanterns
Luckier and more frequent Lucky Lanterns.
More frequent gold drops with more gold
Significantly increased the drop rates of rare items (Neeko’s, Spatula, Force of Nature)
Instead of having a 25% chance to not spawn a Lantern, each game will have a 25% chance to drop a Lantern in all 3 Stages
TRAITS
The Fortune changes will add a bit more variety to the already max’d out for-fun trait. Let us know who figures out what the new Fortune drops are first! Meanwhile, Spirit’s getting a little less spirited after a nerf that I touch on during the items section as well.
Fortune: Added a new drop possibility for 3 Fortune 12 Losses (40% Chance)
Fortune: Added a cold hearted new drop possibility for 6 Fortune (4% chance)
Fortune: Changed the chance to drop ‘The Boot’ in 6 Fortune from 1% ⇒ 4%
Spirit Bonus Attack Speed: 20/35% ⇒ 18/30%
CHAMPIONS
Tier 3
With recent buffs, Darius and Neeko have become powerful carries. But when we pair their current power with our Lantern changes, which will make 3 starring units easier in general, we’re implementing a quick nerf to these already strong reroll powered 3-cost carries.
Darius Fortune’s Guillotine Damage Falloff: 25/20/10% ⇒ 25/20/15%
Neeko Blooming Burst Damage: 250/350/450 ⇒ 250/325/425
Tier 4
Considering Aurelion Sol is used (almost) exclusively in Mage comps, go ahead and double the numbers on this nerf. And if you aren’t using Aurelion Sol with Mage then you’ve got a lot to figure out in the last patch of Fates.
Aurelion Sol Voice of Lightning Damage: 325/500/1400 ⇒ 300/475/1300
Kayle Divine Ascension wave Damage: 100/140/350 ⇒ 110/150/350
Tier 5
Here are the fun changes. Fueling clickbait youtube thumbnails for content creators. Feel free to use the titles below:
“Azir BREAKS all Riot Games at Once!” Azir Emperor’s Divide Damage: 200/350/8888 ⇒ 225/375/18888
“Rito Overnerf ruins gAmE” Lee Sin Health: 1000 ⇒ 999
“3-star EPIC Ornn Win-Con!?” Ornn Stampede Damage: 150/250/750 ⇒ 175/275/9999
“Samira Nerf Got You Down, Just 3 Star Her!!!” Samira Inferno Trigger Base Damage: 15/25/40 ⇒ 10/20/777
“You’ll NEVER Believe…” Sett Showstopper Damage: 40/60/400% ⇒ 40/60/800%
“They Buffed Sett Twice!” Sett Showstopper Secondary Damage: 20/30/200% ⇒ 20/30/400%
“INSWAIN Swain Nerf” Swain Draconic Ascension maximum Health gain: 60/75/100% ⇒ 60/65/100%
“EZ climb to Masters with Zil Buff!” Zilean Rewind Fate Revive Delay: 3.5/3/1 ⇒ 3/2/0.5 seconds
ITEMS
Informa-story: Prior to patch 11.5, folks thought Locket was only useful for win streaking early. Then Spirit Tristana compositions appeared, and players figured out how to play around Locket by not building a frontline. After seeing its power, we promptly nerfed Locket (and Tristana) back in Patch 11.6, and players typically reacted thinking we killed the composition entirely. Alas, it’s Patch 11.8 and we’re nerfing both Spirit and Locket once again due to the power of the mid-game zero frontline compositions.
Locket of the Iron Solari Shield: 300/350/450 ⇒ 300/350/400
Sursa: League of Legends NA
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SAlut, lewan bun venit pe elders ❤️
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[Prezentare] Claudiu95
in Prezintă-te
Posted
Salut