Forside Nyheder Engelsk Riot Games reveals Teamfight Tactics Patch 12.6

Riot Games reveals Teamfight Tactics Patch 12.6

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Riot Games just revealed Teamfight Tactics Patch 12.6 which includes changes to combat recap interface, augments, traits, bug fixes, attack damage and unit changes.
You can find a full list of changes below for reference. Patch 12.6 is currently scheduled for Wednesday, March 30th 2022.

Teamfight Tactics Patch 12.6 Notes

By Rodger “MinionsRpeople2” Caudill

 

Combat Recap Interface Changes

  • Tab: Toggle combat recap
  • A: Toggle left opponent panel
  • S: Cycle between damage dealt, damage taken, and healing

Large Changes

Augments

  • You can no longer be offered 3 economy Augments in the same round
  • Time to choose 1st Augment: 45 ? 43 seconds
  • Time to choose 2nd and 3rd Augments: 60 ? 58 seconds
  • Time to choose Augments in Hyper Roll: 35 ?33 seconds
  • Electrocharge’s damage now scales up based on the current stage (starts at stage 2, max at stage 5 = Hyper Roll stage 8)
  • Electrocharge I: 60 ? 50/65/80/95
  • Electrocharge II: 90 ? 75/95/115/135
  • Electrocharge III: 120 ?90/120/150/180
  • Luden’s Echo’s damage now scales up based on the current stage (Starts at stage 2, max at stage 5 = Hyper Roll stage 8)
  • Luden’s Echo I: 100 ? 70/90/110/130
  • Luden’s Echo II: 150 ? 100/125/150/175
  • Luden’s Echo III: 200 ? 140/180/220/260
  • Innovator Heart Tier: Silver ? Gold
  • Innovator Soul REMOVED
  • Share the Spotlight (Socialite) bonus stats percent: 125% ? 100%
  • So Small (Yordle) Tier: Silver ? Gold
  • So Small (Yordle) Dodge chance: 25% ?30%
  • So Small (Yordle) now makes your Yordles smaller. They’re just so small!

Traits

  • Enforcer (2/4) piece ? (3) piece
  • Enforcer stun duration: 3 seconds ? 4 seconds
  • Hextech NEW: Now scales up based on the number of Augments in the Hexcore.
  • Hextech bonus Shield and Magic Damage per Augment: 20%
  • Hextech base Shield: 120/170/340/600 ?  100/150/300/400
  • Hextech base Magic Damage: 15/30/60/120 ? 15/25/50/80

Attack Damage Reduction

  • Caitlyn Attack Damage: 50 ? 45
  • Illaoi Attack Damage: 70 ? 60
  • Nocturne Attack Damage: 50 ? 45
  • Twitch Attack Damage: 50 ? 45
  • Camille Attack Damage: 50 ? 45
  • Corki Attack Damage: 65 ? 55
  • Quinn Attack Damage: 60 ? 55
  • Rek’Sai Attack Damage: 60 ? 55
  • Swain Attack Damage: 45 ? 40
  • Talon Attack Damage: 50 ? 45
  • Warwick Attack Damage: 50 ? 45
  • Zyra Attack Damage: 50 ? 40
  • Ekko Attack Damage: 65 ? 55
  • Gangplank Attack Damage: 75 ? 65
  • Gnar Attack Damage: 70 ? 60
  • Lucian Attack Damage: 60 ? 55
  • Miss Fortune Attack Damage: 60 ? 55
  • Senna Attack Damage: 70 ? 60
  • Vex Attack Damage: 50 ? 45
  • Zac Attack Damage: 70 ? 60
  • Alistar Attack Damage: 100 ? 90
  • Draven Attack Damage: 75 ? 70
  • Irelia Attack Damage: 80 ? 70
  • Jhin Attack Damage: 90 ? 85
  • Kha’Zix Attack Damage: 90 ? 85
  • Sivir Attack Damage: 70 ? 65
  • Vi Attack Damage: 80 ? 70
  • Jayce Attack Damage: 90 ? 85
  • Jinx Attack Damage: 88 ? 80
  • Tahm Kench Attack Damage: 80 ? 70
  • Zeri Attack Damage: 85 ? 75

Units: Tier 1

  • Caitlyn Attack Speed: 0.75 ? 0.8

Units: Tier 2

  • Swain Death’s Hand Damage: 225/300/450 ? 250/350/500
  • Swain Death’s Hand Healing: 225/250/350 ? 250/300/350

Units: Tier 3

  • Malzahar max Mana nerf: 30/60 ? 50/80
  • Malzahar Attack Speed: 0.65 ? 0.7
  • Malzahar Malefic Visions damage: 600/825/950 ? 650/900/1025

Units: Tier 4

  • Irelia max Mana nerf: 0/30 ? 0/40
  • Irelia Bladesurge base Damage: 75/100/600 ? 60/90/550

Units: Tier 5

  • Galio Colossal Entrance base Damage: 150/225/9001 ? 125/175/9001
  • Galio Colossal Entrance percent max Health Damage: 6% ? 8%
  • Galio Colossal EntranceStun Duration: 1/1.5/10 ? 1.5/1.5/10
  • Jayce (Ranged) Shock Blast modified 3 attacks Attack Damage scaling: 170/180/500 ? 170/175/500
  • Jayce (Ranged) bonus Attack Damage: 45/70/1000 ? 45/60/500
  • Silco Unstable Concoction buff duration: 6/6/6 ? 6/7/10
  • Silco Unstable Concoction explosion radius is now double the size at 3 stars
  • Zeri Bugfix: Zeri is no longer capped at 1.0 Attack Speed
  • Zeri Lightning Crash (passive) bonus on hit magic Damage per bullet: 11/22/44 ? 10/20/40

Items

  • Edge of Night: Units who are stealthed can now attack and cast abilities

Small Changes

Augments

  • Component Grab Bag can no longer grant 3 of the same components
  • Cybernetic Shell I/II/III Armor: 30/45/60 ? 25/35/50
  • Golden Egg: added a Tactician’s Crown to the 100 gold loot drop. Reduced the gold amount to 75 gold
  • Golden Ticket chance for Free Reroll: 40% ? 45%
  • High End Shopping bonus Gold: 5g ? 8g
  • Lifelong Learning bonus Ability Power when you live: 2 ? 3
  • Rich Get Richer starting Gold: 12 ? 14
  • Sharpshooter (Twinshot) bounce reduced damage: 60% ? 66%
  • Smoke Bomb (Assassin) Health threshold for activation: 60% ? 70%
  • Tiny Titans is no longer available on Stage 4-6
  • Titanic Force bonus Attack Damage from max Health percentage: 3% ? 2.5%
  • Woodland Trinket Clone Health: 300 ? 360
  • Radiant Relics, Golden Egg, Future Sight option Mistral (Radiant Zephyr) tean wide Attack Speed: 20% ? 10%

Traits

  • Innovator Mechanical Scarab, Reflective Barrier, damage reduction: 25% ? 20%
  • Innovator Mechanical Bear, Power Surge, ally buff Attack Damage & Ability Power: 20 ? 15

Units: Tier 1

  • Ezreal Mystic Shot Attack Speed boost per cast: 20% ? 18%

Units: Tier 2

  • Corki Bombardment Damage: 200/260/333 ? 190/245/315
  • Rek’Sai max Mana buff: 60/90 ? 60/80
  • Sejuani Health: 750 ? 850

Units: Tier 3

  • Zac Yoink! Damage reduction: 50% ? 60%

Units: Tier 4

  • Draven Spinning Axes Damage: 120/150/400 ? 100/125/400

Double Up

Reinforcements

  • Reinforcements will not start their deployment countdown until a minimum amount of time, 7 seconds, has passed in combat.

Player Damage

  • Player damage calculation adjusted; as a result, player damage has been slightly increased.

Traits

  • Context: Mercenary can give a team full loss-streak credit with only one member of the pair (the Mercenary player) taking losses. This effectively cuts the Health cost of loss-streaking with Mercenary in half, which makes Mercenary too powerful in the hands of experienced and coordinated pairs.
  • When a Mercenary player and their partner both lose in the same PvP round, the dice become luckier. When a Mercenary player loses and their partner wins in the same PvP round, the dice do not become luckier, but will get luckier the next time this happens in a PvP round. The dice still roll (and reset their luckiness) at the start of every planning phase.

Mobile Corner

End of Game Screen Buffs!

  • Augments are now visible on the end of game screen!

Bug Fixes

  • NO CAP: Zeri is no longer capped at 1.0 Attack Speed
  • Death is the Cure: Renata’s poison should now always properly be removed after she dies
  • Lucian and Corki’s attacks can now crit while the Sharpshooter Augment is active
  • Spells will no longer crit without Jeweled Gauntlet when empowered by the Innovator 7 Dragon
  • Irelia and Kha’zix will no longer target untargetable units with their Abilities
  • Corki’s spell will no longer fizzle and instead find a new target if the one he was firing at died
  • Double Trouble will now always grant a 2-star unit when you 3-star a unit, even if no copies are left in the pool
  • Dragon’s Claw no longer triggers against the first tick of Talon’s Ability
  • Tahm Kench will properly spit out or digest enemies in his belly when he dies
  • Double Up: Mutants units without the Mutant trait active no longer gain bonuses when allied units die while being reinforced from their partners activation of Voracious Appetite.

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