Teamfight Tactics patch 15.6 notes

In its current state, Crystal Gambit is too good a late-game cashout trait and splash. Their vertical is also overperforming, partially due to the cashouts they can transition into dominant late-game boards. Now you’ll need a pretty powerful cashout to take the top of the lobby.

7 Mech is great, but getting there feels like a requirement, and having to hit Yone makes it rather risky. So we’re lowering the gap between 5 and 7 (and putting some power in Yone), so that it’s less feast or famine when playing Mech.

We’re adjusting Lulu’s Monster Trainer bag sizes (amount of copies in the pool) to solve for bag manipulation and generally simplify distribution. There will now be 22 copies of Lulu in the pool, and those copies are shared across all Monsters, so if someone has eight copies of Smolder and another two players have eight copies of Rammus and six copies of Kog’Maw no one else can get a Lulu naturally from the shop.

Star Guardian’s trait bonuses are a bit too strong from Xayah and Jinx. We’re lowering them slightly, as those two are the best contributors to the trait’s damage, but we have more specific nerfs targeted at the ceiling of Star Guardian comps in our Augments and Power Ups.

We’re temporarily removing Luden’s Tempest this set only, as it’s an Artifact that is only good on Ahri, but on her, it is incredibly, incredibly good. With Luden’s out of the picture, and some other small nerfs to Star Guardian as a vertical, we’re actually able to buff Ahri’s Overkill damage, making her more playable in a variety of comps and ways.

Since Lulu will now be sharing a bag size across all Monsters, that size being 22, we’re able to buff the struggling picks and use the bag size change (which is a nerf) as a convenient way to keep Kog’Maw in check.

We’re buffing Udyr to help both Duelist vertical and Mentor flex comps. Speaking of Mentor flex comps, we’re making Yasuo a bit less likely to snipe backliners, which opens up even more room to improve the comp’s 4-cost carry in a half scroll down.

With optimal itemization, Akali is ever-so-slightly over the line we’re comfortable with for a champion that scales so well with player skill. We don’t expect this nerf to take her out of elite play, but alongside a Radiant Nashor’s Tooth nerf (an item that makes her go grr, or is it brr, no it’s therrr goes my backline!).

We collectively poured one out for Ashe last patch, who relied on the sheer power of Crystal Gambit cashouts to make her a unit worthy of fielding. But with Crystal Gambit in check, we’re sending some large buffs her way, while also fixing a bug that made her deal double ability damage… Last patch she was rather weak so we’re going pretty hard here as each of these buffs is multiplied by the eight procs the ability has.

We want two-star 5-costs to be exciting carries, but right now they all feel more like secondary carries, or even supportive units to round out your comp. So, we’ve got a lot of buffs here to change that!

Right now Lee Sin is more of a drop to round your comp out and less of a round house kick to drop your opponents out. We’re making some large changes across his weakest forms that should lead to some very exciting Lee Sin moments. A note on that Juggernaut Lee buff, because the trait doesn’t provide any offensive power for Lee we’re making sure it hits like a truck.

Currently, Zyra is used for her Attack Speed buff and to place plants in the frontline in the hopes they soak up a rogue ability. Her plants are almost never used as backline damage dealers, so we’re bringing out the fertilizer to allow her backline plant to blossom into the damage charts.

Right now, Yone is being carried by Mighty Mech (7). But he’s a 5-cost, and he’s cool, so please put items on him; he’s used to carrying two swords anyway.

Keeper has become the silent backbone of powerful Star Guardian comps. Well, so have Gather Force and Best Defense, but those are Power Ups for another section.

MECH AUGMENT IS BACK BABY! The new Mech Prismatic will be achieved with only taking one Augment (either Gold or Prismatic)! Thanks for your patience on this one.

As a tank item, Ionic Spark just wasn’t it, often resulting in the wearer being dissolved in water. Even though this isn’t a chemistry class, we do need to make sure tanks that have Ionic Spark don’t get melted down easily.

Even with our roles adjustment two patches ago, Bloodthirster falls short of other cloak and sword uses. This is likely due to the amount of Omnivamp found in our Power Up systems, so instead of adding more here, we’re giving the item some offensive stats.

Luden’s leaving is the equivalent of “I’m taking my ball home with me so you can’t play anymore,” except only Ahri wanted to play with the ball anyway, so no one else ended up caring. That being said, it’s an exciting Artifact with what should be a more flexible use case, so we will be bringing it back in our next set.

If you’ve ever had your backliner randomly taken out seconds into a fight, you’ve likely been wanting Fishbones to be changed for a while. Without doubling the user’s attack range, we’re making Fishbones more clearly a ranged Attack carry item that’ll have you hitting much harder, with the drawback of not being able to focus down a single target.


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