League of Legends Patch 9.14 breakdown – Teamfight Tactics edition

League of Legends. Photo courtesy of Riot Games.
League of Legends. Photo courtesy of Riot Games. /
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Teamfight Tactics. League of Legends.
League of Legends. Photo courtesy of Riot Games. /

With Patch 9.14 dropping today, Riot has given us notes both for League of Legends proper and Teamfight Tactics. What changes have come to this new game mode as the ranked season begins?

Patch 9.14 has come, to the joy of Summoners and Tacticians alike. While we are accustomed to our normally-scheduled League of Legends patch notes, 9.14 also brings us the first official patch notes for Teamfight Tactics.

Ahead of the start of Teamfight Tactics’ ranked mode opening later this week, Riot has given some additional context to how this mode will be balanced in the upcoming patches. But, of course, the bulk of the patch is for the balance changes Tacticians have been waiting for and the introduction of the first new champion, Twisted Fate!

More from League of Legends

First, a note from Riot as to how Teamfight Tactics will be balanced going forward (it’s different from the regular League of Legends patches):

"From now on, you can expect TFT patch notes almost every week. For those accustomed to League of Legends’ schedule, note that TFT will be patching in a weekly cadence, split between the regularly scheduled League of Legends patch with larger changes and a B-side one on the second week of that patch limited to balance changes and emergent bugfixes. The format of the patch notes will be a little different in light of the weekly cadence."

Champions

[New] Twisted Fate

"Cost: 2g Traits: Pirate, Sorcerer Ability: Pick a Card—Twisted Fate throws a card that randomly stuns (Gold), deals damage around his target (Red), or restores mana to himself and nearby allies (Blue)"

A really smart edition to an Origin (Pirate) that is pretty underwhelming at the moment. His only real competition at his price range will be Kassadin and Ahri, both of whom are pretty underwhelming at the moment.

Yes, his ability is very RNG-based, but I think that any one of the cards could be very useful in a fight. In any case, I’d say he’s a better fit in a Sorcerer comp than Kassadin and maybe even Ahri (if you’re not also going for the Wild synergy).

Systems

Attack Speed Changes

"We’ve changed all champions’ attack speed ratios so that attack speed bonuses are now calculated based on a percent of the champion’s base attack speed. In short, champions with lower base attack speeds will receive less benefit from attack speed items. Certain champions and attack speed granting items have been adjusted in this patch to compensate. Champion Attack Speed Ratios: 1.0 ⇒ champion base attack speed"

This is actually pretty massive, depending on how Riot re-adjusts certain champions base attack speeds. Since AS is a primary way to proc your champion to ult more frequently, it’s now more likely that attack speed items won’t be put on champions with high-impact ults. So say goodbye to Guinsoo’s Rageblade Veigar (maybe).

PvE Rounds

"In the event that you do not get an item during a PvE round, one of the minions, monsters, or epic monsters will now drop gold instead."

This sounds nice, but quite frankly getting gold isn’t a good consolation to not getting items. Items are so scarce in Teamfight Tactics, not getting them is massively detrimental. Instead, it would be better if Riot guaranteed that players get a certain number of items per round.

"Dragon and Elder Dragon no longer benefit from the Dragon Trait bonuses. All sorcery comps rejoice."

That is the ultimate feelsbad when you max on Sorcery and the Dragons just take no damage from you. However, given that players know when the Dragons are coming, good players will have some alternatives for damage to face them. That said, nice that Riot won’t make players spend resources to fight two PvE rounds.

Ranked Premade Restrictions

"The ranked premade party size is now limited to three players at all ranks. Down from five below plat."

To prevent win trading. Was never really sure why ranked would let people queue up so half of them can basically be guaranteed a win, but good to see they fixed it.

Level Breakpoints

"XP to 9: 70 ⇒ 64"

I don’t think you’re ever really targetting to get to Level 9 except in very rare cases when you’ve econned extremely well. In those cases, however, this means you’ll only need one or two fewer 4g investments to get there from Level 8.

Ability Targeting

"Abilities that target low health champions now determine “lowest health” by HP percentage instead of total HP."

Makes sense, and is probably a net buff to lower health units (at Rank 1, Fiora, Ahri, Katarina, Lissandra, and Veigar all have sub 500 base health). Champions with “lowest health” targetted abilities in Teamfight Tactics, by the way, are Rengar, Warwick, Kayle (targetting allies), and Nidalee (also targetting allies).

Shop

"When you reroll your shop after leveling up from round XP, the shop is rolled at your new level instead of your old level."

Quality of life change or bug fix, but it is very nice and appreciated.

User Interface

"Added “Streak” indicator next to gold total. It displays your current streak (win or loss) and the rewards for maintaining streaks of different lengths Added a combat recap so you can see how much damage each champion deals each round. Added champion stats (attack damage, armor, magic resist etc) on their pop up inspect panel when you right click"

No need to go into all of these individually, but all of these additions are very nice quality of life changes. Giving players more information to make their decisions on how to build in TFT is always going to be a positive.