Tuesday, March 17, 2020

Patch 10.6 & TFT Notes

Patch 10.6 is scheduled for Wednesday, March 18th and the official patch notes and TFT patch notes have been posted!
Continue reading for a full look the patch notes, previews for upcoming cosmetics, & more!

Table of Contents


Patch 10.6 Notes


Check out the Patch 10.6 notes:
"Hello children of the earth. 
In this patch, we welcome the arrival of the new, trickier Wukong, and an update to the matchmaking system so that less games have an unbalanced amount of Autofilled players. The details are a lot more interesting than the broad explanation I can give up here, so head below for all the info! 
We're also following up our last patch with a third round of jungle changes to non-jungle champions and a couple of additional system changes to continue helping top laners be more of a threat throughout the whole game. 
Take this portal if you're looking for TFT's patch notes
HANNA “SHIO SHOUJO” WOO 
PATCH HIGHLIGHTS 
Talon Blackwood, Taric Luminshield, and Twitch Shadowfoot will be available on March 19, 2020. Dark Star Malphite, Dark Star Mordekaiser, Dark Star Xerath, Dark Star Malphite Prestige Edition, Dark Cosmic Lux, and Cosmic Lux will be available on March 26, 2020. 
AUTOFILL BALANCE IN RANKED 
The Solo/Duo queue matchmaking system will now be less likely to create games where teams do not have the same number of autofilled players. 
It's no secret that having an autofilled player (or two) on your team while your opponents are all on their primary position feels rough. With this change, we're letting matches wait a little longer to try and put an autofilled player on both sides of the match (or, when possible, not autofill anyone). While we can't just get rid of autofill without making queue times skyrocket, this change should help make games with an autofilled player feel as fair as possible. 
We're also looking at a similar change that aims to make the number of premades on each team equal. In our first tests, the change worked pretty well in isolation. However, it ended up combining with the Autofill Parity changes in a really bad way that led to matches being made with more uneven MMR than we wanted. So we're tuning the Premade Balance system and hope to get it out to you in the near future. 
For right now, we're only making this change to Solo/Duo matchmaking because it can affect different queues in different ways. But if things continue going well, we'll look to expand the change to other queues soon. 
CHAMPIONS 

ANIVIA
R Iced duration increased. 
Making a small consistency change to Anivia's Iced debuff (the one that doubles the damage of her E) duration on her ultimate so that all forms of it in her kit apply it consistently. 
R - GLACIAL STORM
  • ICED DURATION 2 seconds ⇒ 3 seconds (now the same as Q - Flash Frost's Iced duration)
APHELIOS
Severum's innate heal and Infernum's innate damage to minions decreased. Crescendum's empowered damage decreased. 
Aphelios continues to dominate pro play. We’re pulling more power out of the mechanics pro players tend to value higher than players at other tiers. 
SEVERUM, THE SCYTHE PISTOL
  • INNATE - RESURGENT HEAL 8-25% (levels 1-18) of damage dealt ⇒ 3-20% (levels 1-18) of damage dealt
INFERNUM, THE FLAMETHROWER
  • INNATE - INCENDIARY AOE DAMAGE TO MINIONS 45% (level 9) of the AoE damage ⇒ 30% (level 9) of the AoE damage
CRESCENDUM, THE CHAKRAM
  • CHAKRAM BASIC ATTACK EMPOWERED DAMAGE 30-173% total attack damage ⇒ 24-164% total attack damage
DARIUS
W bonus damage decreased; cost increased. E cost increased but now scales down with rank. 
Darius is crossing the line after all the top lane and fighter item work. We're giving him a light nerf, with an emphasis on making Apprehend an even more important strategic decision. 
W - CRIPPLING STRIKE
  • BONUS PHYSICAL DAMAGE 50/55/60/65/70% total attack damage ⇒ 40/45/50/55/60% total attack damage
  • COST 30 mana ⇒ 40 mana
E - APPREHEND
  • COST 45 mana ⇒ 70/60/50/40/30 mana
DRAVEN
W decaying movement speed increased. 
We're buffing some of Draven's power in a way that experienced Draven players can capitalize on so he can muscle into higher-skilled levels of play. 
W - BLOOD RUSH
  • DECAYING MOVEMENT SPEED 40/45/50/55/60% ⇒ 50/55/60/65/70%
GAREN
Base magic resist growth decreased. E crit strike ratio decreased. 
Garen's build diversity is up, but not quite where we want it to be, so we're nerfing some of the stats that continue to trend him more towards damage builds. He's also just really strong right now. 
BASE STATS
  • MAGIC RESIST GROWTH 1.25 ⇒ 0.75
E - JUDGMENT
  • CRIT STRIKE RATIO 50% ⇒ 33%
HECARIM
R fear duration increased. 
We're encouraging Hecarim to take more risks with max-range engages. 
R - ONSLAUGHT OF SHADOWS
  • FEAR DURATION 0.75-1.5 (based on distance traveled) seconds ⇒ 0.75-2 (based on distance traveled) seconds
KAYN
Passive orb gain speed increased later. 
Last patch we smoothed out Kayn's orb gain, but his transformation times shifted back to later in the game. We're moving his average transformation times closer to where they used to be. 
PASSIVE - THE DARKIN SCYTHE
  • ORB GAIN SPEED At 10-13 minutes into the game, Kayn will increase his orb gain speed by 15%, rising throughout the duration.
KINDRED
Base attack damage growth and mana regen increased. W health restore increased. R heal increased. 
Kindred is starving for some buffs. Since Lamb and Wolf have been a little weak as of late, we're giving them some sweet nutrition in the form of healing and scaling. 
BASE STATS
  • ATTACK DAMAGE GROWTH 2.26 ⇒ 2.5
  • MANA REGEN 6.972 ⇒ 7
W - WOLF'S FRENZY
  • HEALTH RESTORE 32-100 (levels 1-18) based on her missing health ⇒ 49-100 (levels 1-18) based on her missing health
R - LAMB'S RESPITE
  • HEAL 200/250/300 ⇒ 250/325/400
MORGANA
Base movement speed increased. E shield increased early. 
Buffs primarily targeting support Morgana since her mid-lane is in a good place. 
BASE STATS
  • MOVEMENT SPEED 330 ⇒ 335
E - BLACK SHIELD
  • SHIELD 60/120/180/240/300 ⇒ 80/135/190/245/300
RYZE
Base mana regen growth increased. W damage increased later. 
We want to manage Ryze's presence in pro play and ensure he doesn't completely dominate players' pick line-ups, but his late game isn't as strong as it could be. Cementing him as the one of the kings of level 18 for the opportunities where games go that far. 
BASE STATS
  • MANA REGEN GROWTH 0.8 ⇒ 1
W - RUNE PRISON
  • DAMAGE 80/100/120/140/160 ⇒ 80/110/140/170/200
SENNA
Passive AD per soul decreased; Mist cooldown now scales. 
Support Senna is currently too strong, especially when she's paired with defensive tank champions. We're decreasing the value of Souls as well as their cadence so she can't just constantly harass her lane opponents—something she gets to do much more frequently when she has a tank to protect her. 
PASSIVE - ABSOLUTION
  • ATTACK DAMAGE PER SOUL 1 ⇒ 0.75
  • INNATE - WEAKENED SOUL COOLDOWN 4 seconds ⇒ 6/5/4 (levels 1/6/11) seconds
SHACO
R clone basic attack damage decreased. 
AD Shaco is just a bit too strong right now, so we’re aiming for a soft nerf. 
R - HALLUCINATE
  • CLONE BASIC ATTACK DAMAGE 75% total attack damage ⇒ 60% total attack damage
SORAKA
Q Rejuvenation heal increased; movement speed bonus increased. 
Putting some power back into Starcall now that the scourge of Soraka top is no longer threatening time and space we know it. 
Q - STARCALL
  • TOTAL REJUVENATION HEAL 40/50/60/70/80 (+0.3 ability power) ⇒ 50/60/70/80/90 (+0.3 ability power)
  • MOVEMENT SPEED BONUS 10-20% ⇒ 15-25%
TWISTED FATE
W blue and red cards’ AP ratios increased. 
Now there's a little more reason to stack your deck differently come late-game. 
W - PICK A CARD
  • BLUE CARD AP RATIO 0.5 ability power ⇒ 0.9 ability power
  • RED CARD AP RATIO 0.5 ability power ⇒ 0.6 ability power

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