Here is a description of the Teamfight Tactics update in patch 10.2.
System changes
Game Length
- Duration of the planning phase in PvE rounds: 30 seconds ⇒ 20 seconds
Item system
- Small balls with loot: removed the possibility of falling 4 gold (the average value of the ball decreased by 15%).
- Medium loot balls: 7 gold has been removed (average ball value decreased by 3%).
- Removed the worst items falling out throughout the game, especially in the first three PvE rounds. In short, we’ve raised the “bottom line” of randomness.
- Completed items now fall out much less frequently.
- Finished items only fall out if you already have any item components. The “upper limit” of randomness remains unchanged, but you are more likely to receive a completed item as you approach it.
- You can no longer receive two completed items from PvE rounds in one game. This change does not apply to rewards for killing a powerful monster or a carousel.
- The chance of a Force of Nature appearing in the carousel has been dramatically reduced.
improvements
- Marshmallow no longer affects creatures and monsters in PvE rounds.
- The trait indicator interface has been updated to add a colorful effect to emphasize rare synergies (e.g. 9 infernal heroes).
- Update of the visual effects of the Little Legend of the Run Spirit.
- The system responsible for choosing Little Legend and the arena skin in the waiting room has been significantly improved. Be sure to check it out.
TFT 10.20 Items
- Thorn Vest Damage: 80/120/160 ⇒ 100/140/200
- Theft of Bloodthirster’s Life: 40% ⇒ 50%
- Attack speed for each charge of Guinsoo’s Rageblade: 4% ⇒ 5%
- Hextech Pistol Sword All-Vampirism: 25% ⇒ 33%
- Ice Glove freezing time: 1.5 seconds ⇒ 2.5 seconds
- Shield strength of Solari Iron Necklace: 250/275/300 ⇒ 250/275/350
- Luden Echo Damage: 120/160/200 ⇒ 125/175/250
Features
Killer
- Additional Critical Hit Damage: 50% / 150% ⇒ 65% / 225%
Sword master
- Sword Masters can no longer store additional attacks exceeding the limit imposed by their trait level (1/2/3). In general, this means that your heroes will be much less often or will not indefinitely use additional attacks. This change will weaken in particular compositions with four and six sword masters.
- Chance of the sword masters for gaining additional basic attacks: 40% ⇒ 35%
Desert
- Armor reduction: 50% / 90% ⇒ 40% / 100%
Hell
- Damage: 70% / 140% / 210% ⇒ 70% / 150% / 250%
magus
- (6) magicians: 100% chance of double casting a spell ⇒ 100% chance of double casting a spell and 20 points spell power granted to all mages
Shadow
- Duration of increased damage: 5 seconds. ⇒ 6 seconds
- Additional damage: 65% / 150% ⇒ 65% / 175%
Sentry
- Additional armor: 150% / 300% / 450% ⇒ 150% / 300% / 999%
Forest
- You must gather six forest heroes to clone them all.
Balancing heroes
1st category
- Leona damage reduction: 40/90/140 ⇒ 40/80/120
2nd category
- Malzahar’s health: 250/250/250 ⇒ 250/300/400
3rd category
- Ezreal’s health: 600 points ⇒ 650
- Ezreal skill damage: 200/400/800 ⇒ 225/450/900
- Karma bonus attack speed: 60/70/80% ⇒ 40/60/80%
- Initial mana / total Siona mana: 50/125 points ⇒ 75/125
- Reflections of attacks enhanced with Sivir ability: 10/10/10 ⇒ 5/7/9
- Damage from Veigar’s spells: 300/600/900 ⇒ 325/650/975
4th category
- Olaf Attack Speed: 0.85 ⇒ 0.8
Modifications of three-star heroes
- Renekton skill damage: 150/275/400 ⇒ 150/275/475
- Vladimir skill damage: 200/325/450 ⇒ 200/325/500
- Ashe bonus attack speed: 50/75/250% ⇒ 50/75/100%
- Scaling Ashe’s skill with attack damage: 0.3 / 0.35 / 0.4 ⇒ 0.3 / 0.35 / 0.75
Bug fixes
- All descriptions should be current.
- The description of the feature electricity now correctly says that its effect deals magic damage.
- Karma no longer measures 228 cm.
- Kindred’s ability will now critically hit correctly if they have a Diamond Gauntlet.
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