Continue reading for a full look at each of the patch notes!
Table of Contents
Patch 9.24b Notes
Check out the Patch 9.24b notes:
Check out the full TFT Patch 9.24b notes:
"Happy Holidays! This B-side patch brings one more round of balance changes before the end of the year! Most of the changes will be simpler buffs or nerfs, making a champ or system stronger or weaker without significantly changing decision making.
Other than those, we have some follow-up work on Drakes and Dragon Souls and an adjustment in Lethality items. We're also adding the link to the patch schedule for 2020, so you know where to go if you have any questions about when a patch is dropping in the new year.
That's it from me! This will be the last set of changes for 2019, so have a great rest of your year and see y'all again in 2020!
Take this portal if you're looking for TFT's patch notes!"
Hanna “shio shoujo” Woo
Champions
Alistar
Rounding up some base stats. Passive heal increased.
Alistar is feeling a bit weak right now, so doing the ol' rounding up of stats and giving him some more sustain in lane.
Base Stats
Roundin'
Passive - Triumphant Roar
- HEALTH
573.36⇒ 575- ATTACK DAMAGE
61.1116⇒ 62- ATTACK DAMAGE GROWTH
3.62⇒ 3.75
- HEAL
20-139 (doubled to 40-278 for allies)⇒ 25-161 (doubled to 50-322 for allies)
Aphelios
Calibrum mark bugfixed; marked damage ratio decreased. Infernum R damage ratio and explosion radius decreased.
This went out yesterday in a mid-patch update, but we wanted to include it here ICYMI! We're still giving Aphelios time to settle in before deciding on any bigger changes, but it's clear that some things landed a little too strong. In particular, his Infernum-empowered ultimate is too easily attainable (and a bit too strong when attained!) and Calibrum-empowered marks are a bit too punishing for how reliable they can be. We're going to pull back on those for now.
Calibrum, the Sniper Rifle
R - Moonlight Vigil
- BUGFIX Attacks that consume Calibrum marks no longer apply on-hit effects an additional time
- MARKED DAMAGE RATIO
0.4 bonus attack damage ⇒ 0.3 bonus attack damage
- INFERNUM EMPOWERED DAMAGE RATIO
0.4 bonus attack damage⇒ 0.3 bonus attack damage- INFERNUM EMPOWERED EXPLOSION RADIUS
500 range⇒ 400 range
Ezreal
Q attack damage ratio increased.
Increasing Ezreal's poke damage from abilities in the midgame, due to a loss of resources from Kleptomancy's removal. We wanted to target something that resonates with his ability-flinging identity.
Q - Mystic Shot
- DAMAGE RATIO
1.1 attack damage⇒ 1.2 attack damage
Garen
E spin damage increased.
We're partially reverting the nerfs to AS Garen from 9.24 as they were a bit large for what we wanted to accomplish.
E - Judgment
- SPIN DAMAGE
4/8/12/16/20 (+0-6.6 based on level) (+0.32-0.4 attack damage)⇒ 4/8/12/16/20 (+0-8.2 based on level) (+0.32-0.4 attack damage)
Gnar
Q damage ratio increased. W base damage increased later.
We have some room to buff Gnar, especially since he's not stomping around as much as he used to in pro play.
Q - Boulder Toss
W - Wallop
- DAMAGE RATIO
1.2 total attack damage⇒ 1.4 total attack damage
- BASE DAMAGE
25/45/65/85/105⇒ 25/55/85/115/145
Graves
E cooldown decreased.
We've buffed Graves' stats in various ways over the past year, but he never landed exactly in the way we wanted him to. Pushing it a little further and targeting his mobility, reloading cadence, and ability to stack True Grit all in one change.
E - Quickdraw
- COOLDOWN
18/17/16/15/14 seconds⇒ 16/15/14/13/12 seconds
Heimerdinger
W base damage decreased. Empowered E damage decreased.
Currently, Heimerdinger is too strong in lane and at powering through his enemies. This nerf should give him more options when deciding which ability to use with R by decreasing the automatic assumption to just prioritize E.
W - Hextech Micro-Rockets
Empowered E - CH-3X Lightning Grenade
- BASE DAMAGE
60/90/120/150/180 (108/162/216/270/324 total)⇒ 50/80/110/140/170 (90/144/198/252/306 total)
- DAMAGE
150/250/350 (+0.75 ability power)⇒ 100/200/300 (+0.6 ability power)
Shaco
E damage ratio decreased; cost flattened.
Shaco is overperforming across the board in all his roles (AD jungler, AP jungler, AP support). Looking to bring him down a bit.
E - Two-Shiv Poison
Elder Dragon and Drakes
- DAMAGE
70-170 (+0.8 bonus attack damage) (+0.6 ability power)⇒ 70-170 (+0.7 bonus attack damage) (+0.55 ability power)- COST
50/55/60/65/70 mana⇒ 65 mana
We're following up with some nerfs to Dragon Souls across the board and bringing them down to better match the strength of the Cloud Soul. The base buffs you get for killing Drakes are also weakened so that we don't have to go as strong on the nerfs to the Souls. In general, we like where the Drakes and Souls are, but they all just need to be toned down a bit and brought into line with each other.
- INFERNAL DRAKE BUFF
5/10/15/20% attack damage and ability power⇒ 4/8/12/16% attack damage and ability power- INFERNAL SOUL
90 (+0.25 bonus attack damage) (+0.15 ability power) (+0.03 bonus health) damage and 3 seconds cooldown⇒ 70 (+0.18 bonus attack damage) (+0.12 ability power) (+0.02 bonus health) damage and 3 seconds cooldown- MOUNTAIN DRAKE BUFF
8/16/24/32% armor and magic resistance⇒ 6/12/18/24% armor and magic resistance- MOUNTAIN SOUL
225 (+0.2 bonus attack damage) (+0.15 ability power) (+0.15 bonus health) shield⇒ 170 (+0.16 bonus attack damage) (+0.13 ability power) (+0.13 bonus health shield- OCEAN DRAKE BUFF
3/6/9/12% missing health⇒ 2.5/5/7.5/10% missing health- OCEAN SOUL
180 (+0.4 bonus attack damage) (+0.25 ability power) (+0.1 bonus health) healing and 90 (+0.04 mana) mana restored over 3 seconds⇒ 160 (0.25 bonus attack damage) (+0.15 ability power) (+0.07 bonus health) healing and 70 (+0.025 mana) mana restored over 4 seconds- ELDER DRAGON BUFF DURATION
180 seconds⇒ 150 seconds- ELDER DRAGON BURN DAMAGE
90-270 true damage over 3 seconds⇒ 75-225 true damage over 3 seconds
Lethality
Lethality users have been struggling a bit after the loss of Headhunter. We want to make sure their itemization still feels good, especially now that there are more options. In particular, Edge of Night has been a little weak and this should give it the oomph that it needs. (While the changes are definitely live, you may notice that the tooltip for the items in both the Shop and inventory are not updated in this patch)
Bugfixes
- SERRATED DIRK ATTACK DAMAGE
25⇒ 30- EDGE OF NIGHT ATTACK DAMAGE
50⇒ 55
- Aphelios' Q - Moonshot no longer applies on-hit effects
- Kindred's VO now properly plays when she casts R - Lamb's Respite
- Corrected Karma's Mantra-empowered Q - Inner Flame's tooltip to its actual value (60%)
- Qiyana's Q - Edge of Ixtal/Elemental Wrath range indicator now displays the intended range when she hasn't gathered any Elements and "Enable Line Missile" is disabled
- Illaoi's E - Test of Spirit can no longer pull spirits of targets protected by Morgana's E - Black Shield
- Using an Oracle Lens as Evelynn will not break her camouflage from Passive - Demon Shade
- Enemies that walk over an empowered Sapling will no longer gain vision of Maokai"
Teamfight Tactics Patch 9.24b Notes
Check out the full TFT Patch 9.24b notes:
"Greetings Tacticians!
Welcome back to patch 9.24, the B-side this time. In addition to the standard balance changes, this patch is headlined by a change to how 3-Star scaling works. We're shifting the power increase from health and attack damage to ability scaling.
Please note, this is our last update of the year. We'll see you again for patch 10.1 on the first week of January.
Take this portal if you're looking for League's patch notes!
Let's get into it!"
Blake "Riot Beernana" Edwards
Star Scaling
3-Star units have been an issue to balance because of the rigid way they scale (doubling their Health and Attack Damage). By removing that formula, we'll be able to put that power elsewhere, such as ability scaling. It’s also nice to just make star scaling have the same rule for 2-Star and 3-Star.
- 3-Star scaling Health & Attack Damage from 2-star values: 2x ⇒ 1.8x
- (Ex. Ivern HP 600/1080/2160 ⇒ 600/1080/1944)
Balance
Inferno, Electric, and Shadow
We’re happy with the Inferno changes but the (6) and (9) still aren’t hitting the power level we’d like to make them competitive, so we’re giving them another bump. We also overshot the power level of Electric a bit, so we’re undoing that (though electric 2 will still be slightly above 9.23 numbers). Finally we’re happy with where Shadow has landed, but (3) Shadow is a bit too easy to put into many comps, so we’re bringing its power down.
Assassins
- (3) Shadow Bonus Damage: 70% ⇒ 60%
- Electric Damage: 100/300/500 ⇒ 80/250/500
- Inferno Damage: 70%/120%/180% ⇒ 70%/140%/210%
Phantom Dancer's rework has jumped up the Assassin power level. This was expected, but has led to a lack of counter options due to their movement pattern. Because of this, we’re going to be removing a lot of power from Assassins. They’re currently best DPS and have free backline access, which is a bit too much.
Balancing the newcomers
- Assassin (3): 75% Crit Damage/10% Crit Chance ⇒ 50% Crit Damage & 10% Crit Chance
- Nocturne Ability Heal: 40%/60%/80% ⇒40%/45%/50%
- Zed Attack Damage: 80 ⇒70
- Zed Armor: 30 ⇒25
Senna and Amumu are pretty close to where we want them, just need a few small adjustments.
- Senna Ability Bonus Magic Damage: 25/45/75 ⇒ 15/30/55
- Amumu Starting/Total Mana: 50/150 ⇒ 50/125
- Amumu Ability Range: 2/3/4 ⇒ 3/3/3
Rangers
We went conservative on the Ranger buffs for 9.24, as we were worried about over buffing them. We’re seeing some very light ranger play, but overall the champions still feel pretty underwhelming, especially in the Tier 4's so we’re bringing them up to more appropriate power levels.
- Ashe Ability Attack Damage (per arrow): 25%/30%/35% ⇒ 30%/35%/40%
- Twitch Attack Damage: 60 ⇒ 65
- Twitch Starting/Total Mana: 0/90 ⇒ 0/70
General Changes
We’re hitting a few of the champions that are overpowered for their cost, trait power, and general utility. Zyra’s ability is far too strong for a Tier 1. Rek’sai is a bit on the high end stat-wise while having such a powerful ability, so we’re pulling some power out from his base stats. Finally, Brand's ability is doing appropriate damage, but it's taking him too long to cast.
- Zyra Ability Damage: 70/80/90 ⇒ 55/65/75
- Rek’Sai Attack Damage: 65 ⇒ 60
- Brand Starting/Total Mana: 0/90 ⇒ 0/80
Hush and Swordbreaker
We’ve seen a large rise in Hush and Swordbreaker usage, which is causing a bit too much of the “I don’t get to play” effect that we’re not really comfortable with, so we’re lowering their proc rates.
- Hush Proc Chance: 33% ⇒ 25%
- Swordbreaker Proc Chance: 33% ⇒ 25%"
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