Red Post Collection: Patch 12.12 & TFT Notes, Quick Gameplay Thoughts 6/24 & More

Posted on at 6:14 PM by Aznbeat

Today's red post collection includes the Patch 12.12 and TFT notes, a quick gameplay thoughts post on the Champion Durability update, and more!
Continue reading for more information!

Table of Contents

Star Guardian Ekko and Kai'sa Splash Arts

The splash arts for Star Guardian Ekko + Prestige, Kai'sa, and an updated version of Star Guardian Nilah have been shared on social media!

For more previews of these skins, check out our PBE coverage.

Patch 12.12 Notes

Here's the Patch 12.12 Notes :
"Make snow mistake—it's patch 12.12! 
We're here with another set of balance changes, several of which are continued follow-ups to the 12.10 Durability Update. Certain heals and shields are getting further adjustments, while select burst and engage mechanics will receive the little extra oomph that they needed. Champion pets can have a little durability, too. 
This patch also brings back the Essence Emporium for a limited time. The Mythic Shop is also rotating for the first time ever, introducing Ashen Knight Pantheon and more. And oh, was that a chill in the air? The Snow Moon must be rising... 
Brrrr, cold nights can be rough. Good thing it's always warm and sunny in Dragonlands! Check out our first patch of the new set at the TFT patch notes here
JINA "AHRISOO" YOON
LILU “RIRU” CABREROS
PAUL "RIOTAETHER" PERSCHEI
PATCH HIGHLIGHTS
Snow Moon Caitlyn, Snow Moon Illaoi, and Snow Moon Kayn will be available June 23, 2022. Ashen Knight Pantheon will be available June 23, 2022."

Patch 12.12 Store Updates

"Here's a handy guide to a bunch of store and content updates in patch 12.12."
"A bunch of store and content updates are colliding in patch 12.12. Here's a handy guide to help you navigate everything going on! 
Essence Emporium 
The Essence Emporium returns from June 28 - July 12. Head to the store to nab chromas, ward skins, emotes, icons and more for Blue Essence, including Emporium exclusives like the URFWick skin! 
IMPORTANT: After this run, the Essence Emporium is going on hiatus while we rebuild it. The Emporium is built, tested, and shipped in a... not so great way that takes astronomically more work than any reasonable person would fathom. That cascades into delays and feature-cutting for things like events, missions, and other ways of getting stuff. Beyond making the Emporium more efficient to run, we're also exploring some long-needed navigation and usability improvements for when (not if) it returns. Be sure to spend all your Blue Essence during this Emporium!

To make up for this hiatus, we're shifting the three Gemstone icon bundles into a chain of three missions (play matchmade SR or ARAM games) that'll be free for all players, granting 10 Mythic Essence each for a total of 30. 
[NEW] Mythic Chromas 
We're adding a new type of content to the Mythic Shop: Mythic Chromas, available for 40 Mythic Essence! The first Mythic Chroma is for Final Boss Veigar, available during patches 12.12 through 12.13
Mythic Chromas update a skin's VFX in addition to its model. They're launching for Legendary skins, as well as Mythic skins like the Ashen Knights. (Ashen Knight Pyke and Ashen Knight Pantheon's Emberwoken chromas will receive updated VFX in patch 12.18.) Each Ashen Knight skin will release with a Mythic Chroma and both will be available for the same window. We'll release a new Mythic Chroma every two patches and vault the previous one.

Ashen Knight Pantheon 
Ashen Knight Pantheon debuts in patch 12.12 for 100 ME, alongside a new Mythic Chroma and Icon bundle (40 ME) and a new emote (25 ME). These items will be available during patches 12.12 through 12.17. 
Ashen Knight Pyke, his chroma bundle, and his emote will be vaulted, meaning they're leaving the Mythic Shop. Ashen Knight Pyke himself will then immediately be added to loot pools (without loading screen border or icon), though his chroma and emote won't be.

Mythic Shop Rotation 
Finally, the Mythic Shop is rotating for the first time and we're settling into the normal rotation cadence: 
  • Prestige K/DA Kai'Sa, Prestige PROJECT: Irelia, Prestige Spirit Blossom Teemo, Prestige Arcanist Zoe, Prestige Pulsefire Thresh, Prestige Battle Queen Diana, Hextech Annie, and Hextech Amumu are leaving the Mythic Shop
  • Prestige K/DA Evelynn (150 ME) and Prestige Pulsefire Lucian (125 ME) are entering the Mythic Shop and will be available during patches 12.12 and 12.13
  • Hextech Ziggs (100 ME) and Dreadnova Darius (100 ME) are entering the Mythic Shop and will be available during patches 12.12 through 12.17
  • Ashen Knight Pantheon and his accessories will be available during patches 12.12 through 12.17
  • Battle Boss Veigar's Mythic Chroma will be available during patches 12.12 through 12.13"

Quick Gameplay Thoughts 6/24

Here's Riot Phroxzon with the latest QGT post - "Thoughts on the Champion Durability Update."
"With the initial launch of the Champion Durability Update behind us we wanted to share our thoughts on how things went. For some additional context on how we approached the Durability Update, check out this Quick Gameplay Thoughts
Why durability instead of damage? 
Before we start, we want to address a question we’ve seen popping up quite often: Why did we buff durability instead of nerfing damage? 
While assessing damage in League, we took a hard look at in-game systems like runes, items, and summoner spells to figure out which systems were most impacted by damage creep. We came to the consensus that the damage output of these systems altogether was too high, but that they were balanced relative to one another. In order to preserve this relative balance we decided to buff champion durability since that'd let us make focused changes to these other systems rather than taking holistic passes across all of them. 
Balancing and adjusting 
As expected with any big update, the initial launch was pretty unbalanced at first. Rather than attempt to pre-emptively balance all champions for initial release, we opted for a fast followup approach informed by the thousands of games worth of data players could provide on day 1. Within that first day, we rebalanced 11 champs that were excessively buffed or nerfed by the update. Then we started work on patch 12.11 which would go on to contain 60 more changes, making it one of the largest patches on record (sorry Patch Note readers). In addition, we’re making several more targeted adjustments to healing and shielding in patch 12.12. 
Having said that, we're still smoothing out a few sharp edges. Classes and items aren’t completely balanced yet, some champions still need more adjustments, and the state of healing is still out of balance in a 40% Grievous Wounds world. 
To speak to the current state of Grievous Wounds (GW), we’re striving to make the game balanced around 40% heal reduction. Ideally, GW shouldn’t be something you need to buy every game, but instead should be a situational purchase in games versus 2 or more heavy healing champs. Moving forward, we’re planning to cautiously reduce the strength of healing to be more in line with the state of GW today. 
Thoughts on the Durability Update 
While we’re still in the process of balancing the Durability Update, we think it has landed relatively well. Players from all regions are enjoying more opportunities for skill expression and we're hearing feedback that combat is better paced and more understandable (these were 2 of our main goals! We believe that slower combat gives players more opportunities to demonstrate more strategic skills like positioning and cooldown management. These smaller expressions of skill set the stage for players to showcase their skills in the memorable and exciting plays/teamfights that make League so enjoyable. 
We’ve also seen some other positive effects, such as the “snowballiness” of games going down and (slightly) longer game times. 
We think some degree of snowballing leads is good, after all players should be able to capitalize on their early game advantages to influence the outcome of a game. That said, we also don’t think a game should be impossible to come back from in 15 minutes. Pre Durability Update, snowballing was a bit too strong, but with more durable champs and stronger towers we’ve brought it down to a point we’re happier with. 
To speak to games being slightly longer, it gives both teams more opportunities to engage in true late game team fights and it makes late game strategy and decision making more important which was missing in shorter games. We’re happy to make these concepts more relevant in League, so long as games don’t start getting too long. 
A special thanks to the entire Gameplay team, including some solid assists from the Champion team and Game Analysis team, for making such a large update possible. 
We also want to thank you, our players, for continuing to love the game as much as we do and for continually raising your concerns and requests to us. We’re excited to continue building League of Legends with all of you!"

 

Teamfight Tactics Patch 12.12 Notes

Here's the TFT Patch 12.12 Notes:
"My dearest Dragonlands explorers—we’ve got some patch notes to get into! 
Lots of changes to discover in 12.12, but the focus here is three-fold: balance the overperformers (and under, but mostly over), lower the power of 1-costs, and increase the speed of combat by reducing the durability of various traits and units. 
RODGER "MINIONSRPEOPLE2" CAUDILL 
MID-PATCH UPDATES

June 23rd, Balance Changes 
In a sea of nerfs, large scale changes, and unit reworks, a couple of our buffs landed too strong. 
When we changed Daeja, we wanted her to be a caster where the bulk of her damage came from her large, and more visually impactful, Windblast wave. We like where the wave's damage landed, but there's still too much emphasis on her auto attacks that are amplified by the same builds (Infinity Edge and Jeweled Gauntlet) that make her Wave so powerful. By cutting down her Attack Damage and passive on-hit damage, we can make sure it takes more than a light gust of wind for her to cut down her foes. 
Finally, we’re completely pulling the 12.12 buffs to Legend and Volibear’s Relentless Storm (ability), but we’re keeping his Attack Speed buff intact. 
In addition to our balance changes, we’ve corrected an error in Shen’s patch notes to reflect the correct values of the Mana nerf and delete the incorrect line showing his Attack Speed change. Those changes are listed below for visibility. 
Daeja Attack Damage: 40 ⇒ 20
Daeja Windblast passive on-hit magic Damage: 55/85/300 ⇒ 30/45/200
Volibear Relentless Storm bonus Health on activation: 550/1000/1800 ⇒ 375/650/1200
Volibear Relentless Storm 3rd auto bonus magic Damage: 170/180/190 ⇒ 160/175/190
Legend (Trait) Ability Power Steal: 50% ⇒ 40%
Shen (notes correction) max Mana nerf: 60/90 ⇒ 60/105 
June 23rd, Bug Fixes 
With the removal of the extra phase between Treasure Dragon and 5-1, Hyper Roll players (Hyper Rollers) missed out on the additional XP that that round provided. We’re adding it back to keep the flow of Hyper Roll…hyper. 
  • Fixed a bug where players would hit level 8 and 9 a round late."

Other Games

Legends of Runeterra
  • Dev Snapshot
  • Patch 3.10.0 Preview
Wild Rift
  • Rise from the Deep Cinematic Trailer
  • Pyke Overview
  • Nautilus Overview
  • /dev: Legendary Queue and Ranked Updates
  • First look at 3.2 balance:

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