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TFT: What's Coming for Items in 10.1!

RiotLlord Llama··1 votes·56,442 views

TL;DR: We’re hitting the items in TFT - adding some new ones, and updating others.

item 3035 item 3025 item 3076

Hi everyone! In this post we're talking about the items we're updating in patch 10.1. Our goals were threefold:

  • Address some problem items that promised fun payoffs but had a lot of trouble delivering.
  • Help some items scale through the game by linking their power to the user’s star level.
  • Give more exciting gameplay to tanky champions.

Here's the list:

Last Whisper REPLACES Repeating Crossbow

Last Whisper: When the wearer inflicts a critical hit, the target’s Armor is reduced by 90% for 3 seconds.

In theory, Repeating Crossbow had a clear fantasy with huge upside. In practice, there was just too much downtime as it from champion to champion. It also couldn’t jump to a champion who was already full on items, which meant it tended to avoid your carries rather than boosting their stats even more. This also played especially poorly with Set 2’s elemental hexes, which consume an item slot.

So, we’re creating a new item: Last Whisper. When its user scores a critical hit, the target’s Armor is massively reduced for a few seconds. This can let your whole team, not just damage dealers, chunk down a formerly-tough target.

Bramble Vest REPLACES Thornmail

_Bramble Vest: Negates bonus damage from critical hits on the wearer. When the wearer is hit by a Basic Attack, a hail of thorns hits nearby enemies for 80/120/160 magic damage (increases with the holder's star level and can only damage once per second). _

Thornmail is a great example of an item that’s fantastic on one champion (Braum) and bad-to-awful on everyone else, because if it’s balanced around broad playability, it will become horribly overpowered on Braum (or any future champion who’s all about big mitigation).

Rather than tweak Thornmail, or nerf it into oblivion, we’ve decided to replace it. Bramble Vest combines a bit of Phantom Dancer with a saner version of Thornmail’s damage-to-attackers. It’s also our first star-scaled item; the damage from the thorns depends on the wearer’s star level.

Titan’s Resolve REPLACES Phantom Dancer

Titan’s Resolve: When the wearer is hit by a source of damage, they gain a 2.5% stacking damage increase (stacks infinitely).

(Updated version coming to PBE soon!) Titan’s Resolve: When the wearer takes damage or inflicts a critical hit, they gain a 1% stacking damage bonus. Stacks up to 80 times, at which point the wearer gains 25 Armor and Magic Resistance, and increases in size.

12/17 Update: After additional testing, we needed to dial back Titan's Resolve a bit - or at least reduce its ceiling. Most of the time, it's fine... except when playing against Inferno teams, where its sensitive trigger led to some pretty insane stack counts. But it's fun to watch a stack count rise fast, so solutions like narrowing the trigger or imposing an internal cooldown weren't very appealing. The solution we landed on - imposing a reasonable stack cap and then giving extra tanky stats when the wearer hits it - let us maintain the fun feeling of the item while not having it be a hard counter for Inferno and, to a lesser extent, Summoner teams.

Also: in early testing, we'd had a size increase built in (raid boss Leona!) but got feedback that size increases imply toughness and resilience rather than more damage. Since the reward for hitting the stack cap is now more tankiness, the size increase is back!

Phantom Dancer received a significant change in 9.24, but since we ultimately wanted Bramble Vest to fill the anti-crit, anti-assassin role, giving tanks some opportunity to hit back made a lot of sense - especially on an item that grants Attack Speed. Since Bramble Vest renders Phantom Dancer redundant, we created Titan’s Resolve (aka “Leona’s Revenge.”) You want this item on champions who will take a lot of hits and stay standing to reap the benefits of a huge pile of Titan stacks.

That’s it for the new items. What about item updates?

Iceborn Gauntlet

Old: Creates a zone of ice that expands when the wearer Dodges, slowing enemies' Attack Speed by 25%. New: After casting a spell, the wearer’s next Basic Attack freezes the target for 1.5 seconds.

Iceborn Gauntlet promised a wonderful dream - cover the map in a layer of ice and chill the enemy team into helplessness wherever they stood. But the visual overlap with Frozen Heart’s effect felt bad and was visually unclear with varying the magnitude of the slow. Additionally, any item that triggers from Dodge will have some extreme cases (Jax for example) that make it difficult to balance.

We hearkened back to our League of Legends roots, and gave the Gauntlet a freeze effect on basic attacks. Ezreal can finally feel good about matching the glove to the rest of his outfit like he does on the Rift.

Quicksilver

Old: Prevents the next crowd control effect applied to the wearer. Refreshes every 3 seconds. New: The wearer is immune to crowd control effects.

Quicksilver’s value was hard to get a read on, and the timing of its refresh could make it feel useless when it was needed most. Not anymore!

Frozen Heart

Old: Reduces the Attack Speed of nearby enemies by 25%. New: Reduces the Attack Speed of nearby enemies by 40% (stacking increases the radius of this effect).

Attack Speed drives so many gameplay dynamics in Teamfight Tactics that allowing it to get debuffed to very low levels has many knock-on effects: slower rounds, too-broad usefulness against enemy auto-attackers AND casters, etc. A radius increase will help Frozen Heart stacking remain relevant without turning TFT into NURF mode.

Locket of the Iron Solari, Statikk Shiv, and Luden’s Echo now scale based on the wearer’s star level

It’s OK for items to fall off in the late game after conferring an early advantage, but we’d like to be able to control this better, and we’d also like to avoid the buyer’s remorse that comes with building an item that “everyone knows” becomes unacceptably weak once the game has gone a certain length.

Ionic Spark

Old: Whenever an enemy casts their Ability, they take 90 true damage. New: Enemies within 3 hexes that cast a spell are zapped, taking magic damage equal to 200% of their max Mana.

Ionic Spark was an indiscriminate item: it hit the whole board, so no positional play could provide an escape, and it affected all casters equally. The new version now asks players to decide how to deploy it: on the frontline, where it will help burn the enemy frontline but miss the casters in the back? Or on assassins, where it might help kill the squishy casters earlier? Also, the fact that Ionic Spark treated big and small spells the same was a little strange, so now the damage depends on the spell’s mana cost.

Enjoy the rest of the year, and I'm excited to see all the screenshots of the biggest Titan’s Resolve stacks when 10.1 goes live!

32 Comments

RiotLlord Llama4 votes

See update in original post!

Also, a quick note on Titan's Resolve - we didn't kill Thornmail because it's good on Braum. We killed it (in part) because it's only good on Braum. Items that have to be tuned around a single champion aren't great for the game.

Galiö1 votes

Cccaaaaarrrlllllll. Sorry cant help it with your name.

I love all these changes! I'm just curious as to why thorn was made into bramble instead of just changing thorns effect? Was that to avoid confusion or?

Defacyde2 votes

https://utft.gg/profile/euw1/defacyde/overview https://utft.gg/profile/euw1/bannicommedhab/overview

"Only good on braum"

How can you call yourself a good gamedesigner by pretending such thing that are clearely wrong, if it wasnt good on anything than BRAUM then tell me how can we reach Diamond with it ON A NASUS ? Last set on a Shyv ? Also good on skarner and lot of thing You can check it by yourself, this is litteraly one of the few reason i play tft since set 1 Do i need to mention people in master that also used it sometime and make it work?

Me / and my friend are the proof it's a lie, especially on Nasus and few (verry few i'll admit) other champ. It's MANDATORY in a full warden comp like i do since set 2, NOBODY or barely play full warden so why killing the fun of the few people that still play 6 warden tell me? Why you say it's only good on braum when in fact it's not really the case ESPECIALLY for a 6 warden comp

Thanks to ruining my fun and my work since beginin of set 2 to make warden 6 viable you litteraly kill it with fire

I sincerely dont want to play set 2 anymore now, i achieve diamond with it like i do in set 1 with guardian and some unconventional compo and i have the feeling that everything you touch you reproduce the same mistake that has been made in summoner rift for the past few years.

So by removing the only thing that was making warden 6 viable how are you gonna compensate that? Adding some rm for 6 warden? Some fire aura? Tell me please

Before you even asking or speaking about, the item you added wont help in any case to compensate the lack of dps thornmail was given (Half of the dps on all my round basically)

"Give more exciting gameplay to tanky champions." How? Seriously Have you every try to check with high elo warden player what they think about what can make gameplay less clunky ? And did you seriously think removing thornmail gonna help warden?

[https://www.noelshack.com/2019-51-5-1576838447-another-game-another-nasus-thornmail.jpg ] Done this morning in diamond like i do every day since set 2, and you TOLD us warden player thornmail is useless? I didnt event have Braum in this game LOL, please reconsider the change asap we feel offensed by this, really

DradenFrostwind2 votes

Skarner Am I a joke to you?

yeulx3 votes

Hands down one of the best changes imo is the Quicksilver changes, for instance playing against glacial my entire front line was perma locked in cc at 4 glacials to the point where they couldnt cast their ultis because they would be instantly frozen the moment the last freeze effect came undone, this was originally what quicksilver should have done so im happy it finally got its change

AkinolaGG2 votes

Hell yeah.

LZRD1 votes

just randomly stumbling across your first comment in 4 years.

Bad at games3 votes

stalker much xdxdxdxd

Azurereaper2 votes

Thornmail too good on certain champs like Braum.

Also heres Titan Resolve that will be too good on Braum.

???

Could you also remove infinite stacking effects from tft, they ruin the game when you have Glacial Olaf abusing infinite attack speed boosts.

Original Sin2 votes

{quoted}

Thornmail too good on certain champs like Braum.

Also heres Titan Resolve that will be too good on Braum.

???

fuckkn lmaod at their reasoning

Horny4HongKong2 votes

Braum has 43 base DPS at 2 stars before armor kicks in.

200 stacks = 500% inc damage.

200 stack Braum = 258 single target DPS

Anyone saying this is good on Braum is really dumb

Original Sin1 votes

tldr?

Anu3isII1 votes

Titan Resolve isn't good on Braum.

Chíckens3 votes

If you asked for TLDR on 4 fragments of sentences you must have the reading proficiency of a first grader

How did you even read Riot's reasoning about Titan's Resolve?

Original Sin1 votes

{quoted}

If you asked for TLDR on 4 fragments of sentences you must have the reading proficiency of a first grader

How did you even read Riot's reasoning about Titan's Resolve?

mate tldr your fuckn comments or i wont read

DradenFrostwind2 votes

[{quoted}](name=Original Sin,realm=OCE,application-id=A7LBtoKc,discussion-id=I8pR1AIL,comment-id=000100000000000000010000,timestamp=2019-12-13T21:45:01.854+0000)

mate tldr your fuckn comments or i wont read

Are you a troll or a dunce?

FridgeD11 votes

thornmail on hyper braum can legit one-man-carry a game, because the dmg potential of the equipped champ doesnt matter.

the new item will boost your existing dmg. 200% increase on braum? he has no dmg spell and laughable auto dmg. 3 times 0 is still 0.

Azurereaper1 votes

Except you can make him cc immune give an infinite as item or a warmogs with it. All he needs to do is take hits to infinite scaling damage output. It's incredibly abusable not to mention having glacial olaf linked to him. You now get a harder hitting unit your ai is forced to attack first which only makes him hit even harder while his traits allow the rest of the team stun and reduce all damage etc.

FridgeD4 votes

cc immune doesnt mean dmg immune. you can kill stuff like olaf. you just need somesort of heal debuff. kindred, morello, etc

Anu3isII1 votes

Until Titan Resolve's damage starts to skyrocket the match will be way over by then. And it is counterintuitive to run it in a Glacial comp since they are supposed to stun their opponents, not to tank.

The only reason Braum stood out was the 4 or 6 Warden comp and his E combined with Thornmail making him return most of the damage he would receive to his opponents. Add a Warmog and Dragonclaw and you got a guy that reflects damage while barely taking any. Unless his opponents built specific items to cut him down, he could stay in one hex and win the whole game.

Agent Corgi2 votes

I like the fact that Quicksilver can now be used to negate all CC, it'll be a much more useful tool now vs Comps that utilize CC (Glacials).

However, something NEEDS to be done about Olaf. He's arguably one of the strongest pieces on the board & Titan's Resolve will most likely be a super strong item on him.

Sunset Saint3 votes

Olaf. Isn’t. That. Strong. Lmfao... yea maybe he stomps people that never build a morellos/red buff but other than that, he’s just ok 😹

Anu3isII1 votes

Plus the new item doesn't make him immune to burst damage. If anything, the removal of PD will nerf him considerably considering that most people built BT and Rageblade, so Dragonclaw and PD were his only tools to survive burst.

Wards Bot2 votes

These changes are amazing, but I'm kind of worried that your design is falling into the same pitfall as Thornmail. That because most of these items have abilities that are so niche, they're going to feel hard to build without requiring you to commit a whole ton to make them work and further worsen that feel of not getting the right components.

Titan's Fall? Looks great on paper, but the amount of hits the carrier needs to take before the damage starts comparing to that of an Infinity Edge, Morellonomicon or Giant Slayer likely means that in practice, you need 2 other defensive items preferably on a 3 Star Champion to make it competitive.

Infinite scaling is an awesome concept, but if it just had been a 5 stack damage buff that came online a couple of seconds into the fight, it would be a great item for melee and tank champions in general and you don't pigeonhole yourself into a "you must get all the right components to make this build work" kind of item.

Same with Iceborn Gauntlet. Amazing on low cost mana Champions, but it's only going to be mediocre on anyone else. Which wouldn't be much of a problem if there were a bunch of low mana cost abilities, but they still tend to be fairly scarce. Just like how Thornmail only got built on Braum, Luden's Echo has historically only been built on one or two champions tops---and now there's a second item to join it in that marriage.

However, I love the change to Quicksilver as it removes it entirely from the niche category and turns it into a generally good survival item. If it also blocks Poison's permanent mana cost increase, even better and a good counter to Singed comps.

ScarletVixen1 votes

I sort of agree on some things here, but there are much bigger problems with these changes.

As far as poison goes... the synergy itself is fine overall, the problem is A: Singed being immune to CC B: enemy AI has no idea how to interact with him C: Stacked with items he hurts BAD. D: Stacked Mundo is gross late game since his ult works the way it does. It does too much

The problem these new items create... is hell when used on comps that are very strong right now.

Titan's Resolve: If its components are the same as the item its replacing it'll be recurve and chain vest. An item that grants more damage for getting hit is super good on "Predator" comps. Imagine a predator comp with Rek'Sai; Skarner and Warwick all with one of these along with other items they're good with along with the already powerful predator execute. Steel champions are immune but still get hit by autos, and by the new items description, steel champions rendered immune will continue to gain AD while immune. Which means Predator or Nocturne hyper carry comps will do very well with this item. That's not even mentioning already existing problem champs like Renekton, Mundo, and Warwick who are notorious for their self healing ability and them being impossible to kill with stacked items to ramp their healing. Add Titan's Resolve to the mix and this exacerbates the problem even harder. (Yes Olaf can use it, but he demands too many other items to make room for this, you can, but it's not ideal) Now Imagine Rek'sai, with Bramble Vest (thorn aoe damage and no bonus crit damage) Titan's Resolve (stacking AD when hit) with Death Blade. Since Thornmail worked with predator execute, Bramble will also. You thought Predator was good before? You haven't seen anything yet.

Ionic Spark... who even used this item let alone used it effectively? If you're against 2 or 3 other players going 6 mage comps (even worse if it's 6 mage/summoner/shadow comps) Ionic Spark did almost nothing to deal with them. It's easy to get the synergies with them and they are strong in all points of the game. Ionic spark never hurt any of them enough to really be a significant threat to these comps in the first place, and won't really be an issue with the changes against existing mage comps. They'll still body your teams entirely if allowed to get to completion, which they usually do, whether you have Ionic Spark or not.

Iceborn Gauntlet I agree with you on. It is amazing on spammy champions and it actually makes things infinitely worse considering, by the description, it is an on-hit effect. So champions like Sivir, or Kindred can use it super well. Imagine a Sivir with Iceborn, Hush and Sword Breaker? She doesn't even need a blademaster comp, just one other for the 2 set bonus so she gets a bit of attacks and the % chances for disable on 2, and the guaranteed freeze with iceborn will make her one of the strongest champions in the entire game. Kindred, Ezreal and Kha'zix also use it very well since they ult rapidly and their items are designed to make them ult even faster than normal. Combined with how Glacial works, just a bronze glacial buff with these items on choice champions will perma stun entire teams with less effort than before.

The Quicksilver change, is super good, and at least gives SOME room for comps to work in a game plagued with permanent CC comps that leave units stunned for 3 seconds on average, sometimes multiple at once.

Ludens... it's meh, and will be even with the changes. It does nothing to make it more useful than other items that use the Tear; like Shojin and Seraph's and the Mage Cap to turn any champion into a mage (some of the most popular items in the game). No one in their right mind is going to waste a tear on Ludens when it's more valuable on items designed to make champions spam spells even harder. Mage Cap on ANY summoner for example, is a nightmare and a half, and impossible to beat when they get to late game most of the time.

TLDR:

Titan's Resolve will be used on Predator, Steel, or Renekton/Mundo/Warwick/Skarner to turn them from super powerful execution or impossible to kill quickly champs, into being even stronger than before.

Bramble Vest: You thought Predator comps executing themselves on Thornmail was bad? Wait until you see Bramble vest aoe every second executing multiple champs at once. Fun right? No bonus crit so harder to kill, then add Titan's Resolve for stacking AD when their hit so they execute your champs even faster. So much fun. Amazing new mechanics that totally won't balance the game at all.

Ionic Spark: Isn't useful vs Mage comps now, isn't with the changes. Deal with it.

Iceborn: More stuns. Cuz that's what we need right now.

Ludens: Why use a tear on this piece of trash when I can save it for Seraph's, Shojin or Mage Cap since they're superior items anyway?

Quicksilver: Nice change, too bad you need it for 3 or more champs to win a game against the ocean of stuns that is the current state of the game right now.

spudrat1 votes

Bramble Vest, Titan's Resolve, plus maybe Dragon's Claw stacked together on a 3 star Ornn - Warden, Electric, Lunar, and Mystic. . . You heard it here first

Vhan87651 votes

How does the new Iceborn work with Sivir? Does her bounce stun everyone?

ScarletVixen1 votes

If we are to assume it works identically to items like "Hush" or "Sword Breaker" then yes, it will affect anyone it bounces to since both Hush and Sword Breaker work on basic attacks and Sivir's ult operates by applying "on-hit effects" such at things that proc with basic attacks.

So you could expect Sivir to have "Sword Breaker" "Hush" and the new "Iceborn Gauntlet" as her 3 core items to basically disable an entire team completely and entirely.

Kenrutl1 votes

This is a good question

Kenrutl1 votes

Is frozen heart still stacking multiplicatively if the debuff Target is within range of two separate units with the item ? Thinking of zed being really strong here.

Pika3101 votes

[{quoted}](name=Llord Llama,realm=NA,application-id=A7LBtoKc,discussion-id=I8pR1AIL,comment-id=,timestamp=2019-12-12T20:19:44.636+0000)

Bramble Vest REPLACES Thornmail

Stop pretending you're replacing Thornmail. A rose by any other name is still a rose. Yes, you're combining it with PD's (super gutted) passive. Yes, you're modifying the exact manner in which damage is reflected. The end line though is that it's still Thornmail, regardless of what you want to call it.

If anything, it's actually much much stranger that you're buffing Thornmail, whilst replacing the name & picture with a COMPONENT item (Bramble Vest) which just has objectively less-impactful artwork & carries the mental stigma of being considered an inferior item (since it's literally a component.)

My suggestion: stop needlessly messing with us and just continue continue using the Thornmail name & artwork.

Defacyde1 votes

[{quoted}](name=Llord Llama,realm=NA,application-id=A7LBtoKc,discussion-id=I8pR1AIL,comment-id=,timestamp=2019-12-12T20:19:44.636+0000)

TL;DR: We’re hitting the items in TFT - adding some new ones, and updating others.

item 3035 item 3025 item 3076

Hi everyone! In this post we're talking about the items we're updating in patch 10.1. Our goals were threefold:

  • Address some problem items that promised fun payoffs but had a lot of trouble delivering.
  • Help some items scale through the game by linking their power to the user’s star level.
  • Give more exciting gameplay to tanky champions.

Here's the list:

Last Whisper REPLACES Repeating Crossbow

Last Whisper: When the wearer inflicts a critical hit, the target’s Armor is reduced by 90% for 3 seconds.

In theory, Repeating Crossbow had a clear fantasy with huge upside. In practice, there was just too much downtime as it from champion to champion. It also couldn’t jump to a champion who was already full on items, which meant it tended to avoid your carries rather than boosting their stats even more. This also played especially poorly with Set 2’s elemental hexes, which consume an item slot.

So, we’re creating a new item: Last Whisper. When its user scores a critical hit, the target’s Armor is massively reduced for a few seconds. This can let your whole team, not just damage dealers, chunk down a formerly-tough target.

Bramble Vest REPLACES Thornmail

_Bramble Vest: Negates bonus damage from critical hits on the wearer. When the wearer is hit by a Basic Attack, a hail of thorns hits nearby enemies for 80/120/160 magic damage (increases with the holder's star level and can only damage once per second). _

Thornmail is a great example of an item that’s fantastic on one champion (Braum) and bad-to-awful on everyone else, because if it’s balanced around broad playability, it will become horribly overpowered on Braum (or any future champion who’s all about big mitigation).

Rather than tweak Thornmail, or nerf it into oblivion, we’ve decided to replace it. Bramble Vest combines a bit of Phantom Dancer with a saner version of Thornmail’s damage-to-attackers. It’s also our first star-scaled item; the damage from the thorns depends on the wearer’s star level.

Titan’s Resolve REPLACES Phantom Dancer

Titan’s Resolve: When the wearer is hit by a source of damage, they gain a 2.5% stacking damage increase (stacks infinitely).

(Updated version coming to PBE soon!) Titan’s Resolve: When the wearer takes damage or inflicts a critical hit, they gain a 1% stacking damage bonus. Stacks up to 80 times, at which point the wearer gains 25 Armor and Magic Resistance, and increases in size.

12/17 Update: After additional testing, we needed to dial back Titan's Resolve a bit - or at least reduce its ceiling. Most of the time, it's fine... except when playing against Inferno teams, where its sensitive trigger led to some pretty insane stack counts. But it's fun to watch a stack count rise fast, so solutions like narrowing the trigger or imposing an internal cooldown weren't very appealing. The solution we landed on - imposing a reasonable stack cap and then giving extra tanky stats when the wearer hits it - let us maintain the fun feeling of the item while not having it be a hard counter for Inferno and, to a lesser extent, Summoner teams.

Also: in early testing, we'd had a size increase built in (raid boss Leona!) but got feedback that size increases imply toughness and resilience rather than more damage. Since the reward for hitting the stack cap is now more tankiness, the size increase is back!

Phantom Dancer received a significant change in 9.24, but since we ultimately wanted Bramble Vest to fill the anti-crit, anti-assassin role, giving tanks some opportunity to hit back made a lot of sense - especially on an item that grants Attack Speed. Since Bramble Vest renders Phantom Dancer redundant, we created Titan’s Resolve (aka “Leona’s Revenge.”) You want this item on champions who will take a lot of hits and stay standing to reap the benefits of a huge pile of Titan stacks.

That’s it for the new items. What about item updates?

Iceborn Gauntlet

Old: Creates a zone of ice that expands when the wearer Dodges, slowing enemies' Attack Speed by 25%. New: After casting a spell, the wearer’s next Basic Attack freezes the target for 1.5 seconds.

Iceborn Gauntlet promised a wonderful dream - cover the map in a layer of ice and chill the enemy team into helplessness wherever they stood. But the visual overlap with Frozen Heart’s effect felt bad and was visually unclear with varying the magnitude of the slow. Additionally, any item that triggers from Dodge will have some extreme cases (Jax for example) that make it difficult to balance.

We hearkened back to our League of Legends roots, and gave the Gauntlet a freeze effect on basic attacks. Ezreal can finally feel good about matching the glove to the rest of his outfit like he does on the Rift.

Quicksilver

Old: Prevents the next crowd control effect applied to the wearer. Refreshes every 3 seconds. New: The wearer is immune to crowd control effects.

Quicksilver’s value was hard to get a read on, and the timing of its refresh could make it feel useless when it was needed most. Not anymore!

Frozen Heart

Old: Reduces the Attack Speed of nearby enemies by 25%. New: Reduces the Attack Speed of nearby enemies by 40% (stacking increases the radius of this effect).

Attack Speed drives so many gameplay dynamics in Teamfight Tactics that allowing it to get debuffed to very low levels has many knock-on effects: slower rounds, too-broad usefulness against enemy auto-attackers AND casters, etc. A radius increase will help Frozen Heart stacking remain relevant without turning TFT into NURF mode.

Locket of the Iron Solari, Statikk Shiv, and Luden’s Echo now scale based on the wearer’s star level

It’s OK for items to fall off in the late game after conferring an early advantage, but we’d like to be able to control this better, and we’d also like to avoid the buyer’s remorse that comes with building an item that “everyone knows” becomes unacceptably weak once the game has gone a certain length.

Ionic Spark

Old: Whenever an enemy casts their Ability, they take 90 true damage. New: Enemies within 3 hexes that cast a spell are zapped, taking magic damage equal to 200% of their max Mana.

Ionic Spark was an indiscriminate item: it hit the whole board, so no positional play could provide an escape, and it affected all casters equally. The new version now asks players to decide how to deploy it: on the frontline, where it will help burn the enemy frontline but miss the casters in the back? Or on assassins, where it might help kill the squishy casters earlier? Also, the fact that Ionic Spark treated big and small spells the same was a little strange, so now the damage depends on the spell’s mana cost.

Enjoy the rest of the year, and I'm excited to see all the screenshots of the biggest Titan’s Resolve stacks when 10.1 goes live!

Can you answer to my post please https://utft.gg/profile/euw1/fifoux38410/overview https://utft.gg/profile/euw1/defacyde/overview

One account in diamond, one another coming. Play warden and thornmail since the start of set 2 and set 1 also (you can check log if you want to verify)

Used thornmail mostly on Nasus and Thresh, used last season on Shyv and Darius What did you have to say to all player that use this properly and made it mendatory? AKa my first post

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