TFT Patch 10.3 Breakdown: The Lights vs. The Dark Side

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. /

Here is a breakdown of all the changes coming to TFT in Patch 10.3.

With a stable meta, Riot wisely chose not to shake things up too much now in Patch 10.3, instead opting to trim some of the rougher edges. I already broke down most of my thoughts on the coming changes in my TFT Patch 10.3 preview, so today I’ll try to avoid repeating myself. Instead, I’ll give my thoughts on whether the changes that are coming in Patch 10.3 will be a buff or nerf and, if so, how much.

System Changes

"Krugs are now guaranteed to have 2 drops instead of 1 minimum."

This is a nice change to add some consistency to TFT. It always sucks to see opponents with two completed items while you only have one, so I’m glad Riot is making it so you’re guaranteed to come out after Krugs with at least two full items.

"Touching the edge of the ring on the Carousel stage no longer ports you back to the middle."

Thank God. Trying to time this has cost me so many shots at Spatulas in the past. Speaking of…

"Spatulas no longer appear during the Carousel stage."

I actually hate this pick because it takes away the strategy of losing early to try and secure a possible spatula. It was a risky tradeoff that no longer exists, so now it makes no sense to ever allow yourself to lose-streak early.

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"Adjusted drop rates of the content in Gold Boxes. More gold, more spatulas, and less champions."

I’m just gonna say it: Gold Boxes should always drop a spatula or completed item. Getting gold or champions out of a Gold Box is pure hell.

"A new and unique sound will now play when you pick up a champion from the Carousel."

Very nice quality of life change for those of us who could swear we grabbed that Olaf!

Trait Changes

Assassins

"(3) Crit damage bonus 65% ⇒ 70% (6) Crit damage bonus 225% ⇒ 210%"

Although the nerf to full Assassins is bigger than the buff to Assassin 3, I think this is overall a buff to the class. The Assassin/Desert synergy is quite strong at the moment, with Kha’Zix being a great unit to build around. This change would let the comp start to ramp up earlier (with a Leblanc/Nocturne/Diana opening perhaps) before you get to those full Assassin comps.

Light

"Healing on death: 25% ⇒ 20% (3) Attack speed 15% ⇒ 20% (6) Attack speed 35% ⇒ 30% (9) Attack speed 55% ⇒ 50%"

I think this is actually a bigger buff than Assassin 3 got because it’s rare that anyone will build full Light comps unless you’re going the Light/Soulbound comp or getting a Talisman of Ascension. Yorick is getting nerfed in this patch so the Light/Summoner comps might be a bit weaker now, but potentially this could make hyper-rolling Vayne with Aatrox + Jax/Nasus a stronger opening.

I did not address the reduced healing on death in the preview, but I think this is not as big a deal to most of the carry units. However, it is a big deal for Yorick, since you tend to build him as an off-tank damage soaker.

Lunar

"Ability power bonus per stack 10 ⇒ 15"

Another change that didn’t appear during the preview, this is actually huge for Summoner comps. Right now Inferno/Summoner/Lunar/Mystics is a very strong synergy and this buff makes that even better. This also makes Lunar go well with Mages, so a Mage/Ocean/Lunar comp could also be quite strong.

Shadow

"(6) Increased damage 175% ⇒ 165%"

You’re almost never getting a full Shadow comp up and running. Frankly, I don’t even think it’s worthwhile unless you just have no Infernos to pair with Kindred. The only time I could maybe see a full Shadow comp working is if you’re just hyper-building around Veigar and want to max out his damage, but even then it’s very risky and getting Mages and/or Oceans around him is a better option. As a result, this nerf is basically negligible.