TFT Patch 10.6: Welcome the Guardians of the Galaxies

League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /
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League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /

System Changes – Damage

"Base Damage Per Stage: 0/2/3/4/5/6/7 >>> 0/3/4/6/10/14/20 Additional damage per surviving champion is now +1 damage, no matter the cost or star level of the champion."

So it seems that this change will no longer make the damage ramp up based on whether a 3-star unit or 1-star unit survives on the other team. Instead, it will be a flat damage increase at base and then +1 for each unit that survives.

I like this change, as it makes the damage that you will take a bit more predictable. In the end-game rounds, you’ll know how much damage you’ll take in a given round (between 21 and likely 29) so you can account for how many rounds you can survive. This also means that those end-game scenarios won’t drag out as long, since the loser will be dropping more quickly with higher base damage.

System Changes – Combat

"Melee champions now move slightly earlier at the start of combat than ranged champions."

Great change, as in both Sets 1 and 2 melee carries were usually substantially weaker than ranged ones. However, this could be a massive buff to the Infiltrator/Assassin units depending on how much of a lead the melees get.

"Champions now move more smoothly from hex to hex when walking. If a champion is in the attack range of their target, and the target moves out of range, the attacker will now only chase their target for 1 hex before switching to the closest enemy."

These are both fantastic changes because there is nothing more frustrating than to see your ranged carry walk into melee range of an Assassin only to get one-shot because they’re chasing their target.

"Mana gain from attacking by star level: 8/10/12 >>> 10/10/10"

I actually didn’t know you get less or more mana from attacking based on your star level and given how little the difference is this is unlikely to have that big an impact.

"Grievous Wounds: 80% Healing Reduction >>> 50% Healing Reduction"

Grievous Wounds were really strong in Set 2 and there is a fair bit of healing available still in Set 3, so this is a significant change.

"Every champion now has an AP scaler on their abilities. AP can scale things other than damage/healing/shielding."

This has always been a confusing aspect, whether champions that would be AD in League of Legends proper benefit from having AP for their ability in TFT. Now it’s clear: AP will boost all unit’s ult damage, while AD helps their auto-attacks.

General System Changes

"Level 7 Drops (20%/30%/33%/15%/2%) >>> (20%/30%/33%/16%/1%)"

A 1% decrease in the already-minuscule chance to get a 5-star drop at Level 7. Excuse me I think I felt the earth shake.

"Neeko’s Help is ~35% less likely to drop from all boxes."

Less Neeko’s Help makes sense in the Neeko-verse, but I’m not sure how much of an issue having more Neekos was causing. Now, especially with income getting constricted, this makes it much harder to get 3-stars, especially of the higher-cost units.

"Increased Spatula drop rate from Gold Boxes."

More Spatulas plus Spatulas back on the Carousel opens up Set 3 to be much more flexible, which I am obviously in favor of.

"Disarm no longer prevents spell casts. Only auto attacks."

This makes sense and makes it an ideal counter to auto-attackers (like Blademasters and Blasters) while still leaving it open to be countered by things like Mages.