Tuesday, June 9, 2020

Patch 10.12 & TFT Notes

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Patch 10.12 is scheduled for Wednesday, June 10th 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 10.12 Notes

Check out the Patch 10.12 notes:
"Happy June! Y'all ready for a summer of fun (safely indoors on League?) 
This patch, we dipped our toe in the usual pool, adjusting some champions that have been standing out, some of whom have been in a rough spot (Akali, Brand, Viktor, Xayah). We're also carefully dialing down a few pro outliers, like Trundle and Varus, to a fairer middle ground in the scope of the game. Finally, we're pushing a few changes and smoothing out a couple bugs to our epic savage of a bear. 
But more noticeably, we've done a pass on some of our more underutilized and niche runes to broaden their use for more champions. Some felt just too unintuitive to really understand the benefits they were giving and some just felt too difficult to actively trigger for the maximum value. Hopefully, these changes will help players widen their horizons when it comes to picking runes that best suits their playstyle. We also went and did a similar check for Summoner Spells and found that Ghost was in the same boat as the affected runes. Now, those looking to be faster than a certain blue hedgehog might feel more compelled to ghost their other Summoner Spell options and check this one out for size. 
Take this portal if you're looking for TFT's patch notes
HANNA “SHIO SHOUJO” WOO 
TRICIA "MOM CAT" TAN  
PATCH HIGHLIGHTS 
High Noon Senna, High Noon Irelia, and Hextech Nocturne will be available on June 18, 2020 
CHAMPIONS 
AKALI
Q damage increased. 
Akali’s full of cold steel and competitive potential, but we aren’t really seeing her in pro play yet. Since she’s normally limited by pro, we’re giving her some baseline effectiveness by boosting her bread-and-butter damage ability. 
Q - FIVE POINT STRIKE
  • DAMAGE 25/50/75/100/125 (+0.65 total attack damage) (+0.6 ability power) ⇒ 30/55/80/105/130 (+0.65 total attack damage) (+0.65 ability power)
BRAND
Increased mana restore on Ablazed enemy takedowns. 
Bringing up Brand’s mana restore in the hopes that it’ll punch up his mid lane status without pushing his power as a support over the line. We’re pushing this mid-favored lever way harder than ever before to see if it’s effective in making him viable there. 
PASSIVE - BLAZE
  • ABLAZED KILL MANA RESTORE 6-18 (levels 1-18) ⇒ 20-40 (levels 1-18)
CASSIOPEIA
Base health and armor decreased; magic resist increased. 
This serpent has been embracing both top and bot with open arms, and we’re primarily aiming for these changes to scale back her prowess in those lanes. With that being said, we’re softening the nerf to mid lane Cass by subtly bumping up her magic resist defenses. 
BASE STATS
  • HEALTH 575 ⇒ 560
  • ARMOR 20 ⇒ 18
  • MAGIC RESIST 30 ⇒ 34
FIDDLESTICKS
W minion damage reduction increased. 
Fiddlesticks reaped more benefits than we’d intended with our last set of buffs, so we’re trimming down his power around minion waves while taking care not to scare him off top lane. 
W - BOUNTIFUL HARVEST
  • MINION DAMAGE REDUCTION 40% ⇒ 50%
SENNA
Bugfix on attack windup time. Passive mist wraith drop chance increased. 
ADC Senna’s been in a weak spot since her last set of changes in 10.6, so we’re giving her more chances to redeem more benefits from farming. We've also fixed a bug that caused her to have longer auto windups while critting, which should significantly improve her crit itemization. 
GENERAL
  • BUGFIX Fixed a bug where Senna's crit attacks weren't reducing her attack's windup time correctly
PASSIVE - ABSOLUTION
  • MIST WRAITH DROP CHANCE 1.67% on minions Senna kills ⇒ 8.33% on minions Senna kills 
TRUNDLE
Base health, mana, and mana regen rounded. W bonus movement speed decreased.
Though we took some power out of his Subjugation, Trundle is still the top troll in competitive play. We’re aiming at reducing his safe escapes from sticky situations by toning down his early mobility. Also rounding some base stats out because those decimals are as ugly as he is. 
BASE STATS
  • HEALTH 616.28 ⇒ 616
  • MANA 281.6 ⇒ 281
  • MANA REGEN 7.508 ⇒ 7.5
W - FROZEN DOMAIN
  • BONUS MOVEMENT SPEED 30/35/40/45/50% ⇒ 20/28/36/44/52% 
VARUS
Base attack damage growth decreased. Q damage ratio decreased. 
Varus' Lethality build is overtaking his other options, especially in pro play— and he’s just generally blighting his competition overall. This build makes him an early game powerhouse and we don’t want to take that away from him, so we’re tuning down his scaling so that he pays a fairer cost later in the game. 
BASE STATS
  • ATTACK DAMAGE GROWTH 3.11 ⇒ 3
Q - PIERCING ARROW
  • DAMAGE RATIO 1.1 attack damage (1.65 maximum) ⇒ 1.0 attack damage (1.5 maximum) 
VIKTOR
Q discharge damage ratio increased; shield ratio increased. 
Empowering Viktor’s mid-range dueling so that he doesn’t have to solely rely on his E to be effective. 
Q - SIPHON POWER
  • DISCHARGE DAMAGE RATIO 0.55 ability power ⇒ 0.6 ability power
  • SHIELD RATIO 0.15 ability power (0.24 ability power when empowered), ⇒ 0.2 ability power (0.32 ability power when empowered) 
VOLIBEAR
Gameplay clarity improvements. Base mana growth and health growth increased. Q bugfixes and QoL changes. W bugfixes. R turrent disable duration, epicenter damage radius increased, and base damage increased; bugfixes. 
Since release, Voli has been underperforming in his top lane, especially in higher levels of play and even with the mid-patch updates from earlier this week. Which is fine in theory since his top lane is secondary to his primary role (jungle), but the difference is just a little too wide at the moment. 
So these additional changes focus on improving the fluidity of his ability casts and gameplay satisfaction, while also giving him some general baseline strength. Now, hitting abilities and outplaying your opponents should result in some tangible success (takedowns, successfully escaping, etc.) 
GENERAL
  • IMPACT CRATERS Volibear's E - Sky Splitter and R - Stormbringer impact craters now disperse faster
  • VISUAL GAMEPLAY CLARITY Improved the visual clarity of several of Volibear’s spells, including W - Frenzied Maul, E - Sky Splitter, and R - Stormbringer.
  • BEARS LOVE TO SING Fixed a bug that caused Volibear to hum way, way too often
  • ETERNALS Volibear's Eternals are now live
BASE STATS
  • MANA GROWTH 40 ⇒ 50
  • HEALTH GROWTH 85 ⇒ 90
Q - THUNDERING SMASH
  • BEAR WITH IT Thundering Smash's empowered attack can no longer be interrupted by crowd control once it's been initiated
  • ATTACK SPEED SCALING Thundering Smash's empowered attack now scales its timing with attack speed
  • RESET BUGFIX Volibear's Thundering Smash reset will no longer fail if quickly recasts after being interrupted
W - FRENZIED MAUL
  • ANIMATION CANCEL BUGFIX Volibear will now automatically attack his target after canceling his Frenzied Maul and E - Sky Splitter animations
  • ATTACK BUGFIX Volibear will now continue to attack his target even after casting Frenzied Maul on them
  • MARK VFX Made larger and better anchored to the target's health bar
R - STORMBRINGER
  • TURRET DISABLE DURATION 2/4/6 seconds ⇒ 3/4/5 seconds
  • EPICENTER RADIUS 250 ⇒ 300
  • BASE DAMAGE 250/475/700 ⇒ 300/500/700
  • ATTACK BUGFIX Fixed a bug that caused Volibear to automatically basic attack a target after landing via R - Stormbringer
  • MODEL SIZE Reduced slightly
  • TURRET DISABLE VFX Turrets disabled with R - Stormbringer are also now much darker to denote their status. 
XAYAH
R base damage increased. 
After dominating pro play for most of last season, Xayah’s been plucked from the top tiers. Buffing her R damage to reward more aggressive plays. Go on, ruffle some feathers! 
R - FEATHERSTORM
  • BASE DAMAGE 100/150/200 ⇒ 125/250/375
YASUO
Base health decreased. Passive shield increased. W cooldown increased. 
Yasuo has been outshining in bot while remaining rather lackluster in solo lanes, so we’re bringing up the cooldown on a spell that is the most effective there while giving him a little padding on his shield, since it’s easier for bot lane enemies to poke it down. We’re hoping these careful adjustments will reduce his power bot while impacting him less when he’s solo. 
BASE STATS
  • HEALTH 523 ⇒ 490
P - WAY OF THE WANDERER
  • FLOW SHIELD ACTIVATION 100-510 (levels 1-18) ⇒ 115-525 (levels 1-18)
W - WINDWALL
  • COOLDOWN 26/24/22/20/18 seconds ⇒ 30/27/24/21/18 seconds 
RUNES 
UPDATED APPROACH VELOCITY 
Approach Velocity and Unflinching have very low pickrates and unintuitive functionality. The goal is to broaden them so more champions can use them, while also making them simpler so each rune is more understandable. 
  • PASSIVE Gain 15% bonus movement speed toward movement-impaired allies or enemies you've impaired ⇒ Gain 7.5% bonus movement speed when moving toward a movement-impaired enemy champion. Increased to 15% if you were the one who impaired their movement (There is no longer a maximum range of 1000 for champions that you have CCd) 
GUARDIAN 
Guardian is a powerful keystone that’s been largely unpicked and ignored, despite outperforming other keystones like Aery

from
http://www.surrenderat20.net/2020/06/patch-1012-tft-notes.html

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