Teamfight Tactics patch 9.17 notes

Riot·8/27/2019, 6:00:04 PM·2 votes·96,532 views

Hey Tacticians, welcome to the Teamfight Tactics patch 9.17 notes.

This week, Pantheon crashes into the Convergence as the newest champion to join the roster. We also have a series of changes that culminate in giving some consistency to a few traits: Assassins are getting a mini-rework that adds critical strike chance to their kit at the expense of some damage. Rangers have an increased chance to proc their Attack Speed bonus, Shapeshifters should transform faster, and Yordles will dodge more.

Take this portal if you're looking for League's patch notes!

Now, let's get into it.
Blake "Riot Beernana" Edwards

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Mid-Patch Updates

8/29/19 Pantheon Balance Change

Pantheon

He's a bit too strong.
  • Starting/Total Mana: 100/150 ⇒ 150/200
  • Armor: 100 ⇒ 80
  • Ability Damage: 15%/30%/45% maximum Health ⇒ 10%/20%/30% maximum Health
  • Stun Duration: 4/6/8 ⇒ 2/2/2

Guardian

Related to our new friend.
  • Bonus Armor: 50 ⇒ 35

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New Champion

Pantheon

  • Cost: 5 Gold
  • Origin: Dragon
  • Class: Guardian
  • Grand Starfall: Pantheon leaps in the air, crashing down towards the farthest enemy, stunning them for 4/6/8 seconds. Enemies in Pantheon's path take 15%/30%/45% of their Maximum Health as Magic Damage. They then burn for an additional 20% of their Maximum Health as True Damage over 10 seconds. Applies Grievous Wounds. Note: the in-game tooltip is lagging behind and will be updated to reflect this in patch 9.18.

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Systems

  • The first carousel now has all 2 cost units.
  • Ghost armies now benefit from Trait bonuses. They’re actually spooky now!
  • Attack Speed cap has been increased from 2.5 to 5.0. So fast.
  • Tooltips have been updated to be more clear, and numbers scale with Ability Power.

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Traits

Assassin

Reworked to add a bit more consistency.
  • Increased the delay before Assassins jump so they can access the backline more often.
  • (3) Trait Bonus: 125% Crit Damage ⇒ 75% Crit Damage & 10% Crit Chance
  • (6) Trait Bonus: 350% Crit Damage ⇒ 150% Crit Damage & 25% Crit Chance

Hextech

  • Item disable duration: 8 seconds ⇒ 7 seconds

Noble

Tapping down their power a little bit.
  • Armor & Magic Resist: 60 ⇒ 50
  • Healing: 35 ⇒ 25

Ranger

Making Rangers more consistent.
  • Double Attack Speed chance: 25%/65% ⇒ 30% /70%

Shapeshifter

We're making it a little easier for Shapeshifters to transform.
  • Nidalee Total Mana: 100 ⇒ 85
  • Jayce Armor: 30 ⇒ 35
  • Jayce will now transform at max mana, even if there is no one in range to knock away.
  • Shyvana Total Mana: 100 ⇒ 85
  • Gnar Total Mana: 125 ⇒ 100

Yordle

Sticking with our consistency theme here.
  • Dodge chance: 30%/55% ⇒ 35%/60%

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Champions

Graves

  • Adjusted his interaction with Rapidfire Cannon. He maintains the range bonus but it now narrows his bullet spread, like a shotgun choke.

Warwick

  • Health: 600 ⇒ 650

Lissandra

  • Health: 450 ⇒ 500
  • Starting Mana/Total Mana: 50/125 ⇒ 0/85
  • Ability Damage: 150/275/400 ⇒ 175/325/475

Lucian

  • Relentless Pursuit's second shot now scales with Lucian's attack speed.

Gangplank

  • Ability Damage: 200/325/450 ⇒ 150/250/350

Leona

  • Stun Duration: 5/8/11 seconds ⇒ 5/7/9 seconds

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Healing Changes

Healing effects were tuned around Grievous Wounds, completely turning them off. Since we're reducing Grievous Wounds' effect, we're also reducing the effectiveness of other healing effects to keep them from becoming too strong.
  • Grievous Wounds Healing Reduction: 100% ⇒ 80%
  • The Bloodthirster Healing: 50% of Damage ⇒ 40% of Damage
  • Hextech Gunblade Healing: 33% of Damage ⇒ 25% of Damage
  • Swain Demonflare Healing: 50/90/130 ⇒ 40/70/100
  • Redemption Healing: 1500 ⇒ 1200

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Bugfixes

  • Hextech: Fixed a disabled Infinity Edge losing more crit damage than it should
  • Hextech: Fixed a disabled Ionic Spark not re-enabling its effect.
  • Hextech: Fixed a disabled Zeke Herald not re-enabling its effect.
  • Hextech: Fixed disabled Locket of the Iron Solari not re-enabling its effect.
  • Improved Shyvana’s ability logic. She now looks for spots to jump to that are far away from her target.
  • Fixed Rek’Sai not properly knocking up her target at longer distances.
  • Fixed Warwick spawning a new Warwick if he dies mid-leap.
  • Fixed Warwick's Ability Damage scaling with his bonus Attack Damage.
  • Ahri will no longer cast her ability at an enemy not in range.
  • Lucian now correctly triggers launch attack effects (Statikk Shiv, Runaan’s Hurricane) on his first auto after his dash.
  • Fixed Luden’s not triggering if the target of the spell died.
  • Fixed Vi ult sometimes chain hitting the same enemy.
  • Little Legends that get inside the initial shared draft barrier before it comes down are now booted out.

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Miscellaneous

  • Updated Dragon and Elder Dragon fireball VFX.
  • You can now mute player emotes + pings through the scoreboard.
  • Added new visual effects to show off your win streak on scoreboard.

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106 Comments

hypnoso8/27/2019, 6:15:12 PM69 votes

Please fix facing the same person in a row.

Orion698/28/2019, 4:58:29 AM38 votes

Please bring back the upgraded champs in chat. I look there quite frequently, but rarely look at the right side consistently enough to catch the .05 seconds that someone upgraded. I don't mind keeping people's level ups on the right, but it would be nice to have a constant knowledge in chat for this (especially since nobody chats in TFT).

Akwa8/27/2019, 8:56:07 PM29 votes

so when are we getting match history? 3 patches and still nothing

KrakShoT8/28/2019, 12:59:31 AM21 votes

Cool, now disable unit collision between little legends. Nothing worse than getting bumped into something you don't want on the carousel.

Sometimes Fizz8/27/2019, 7:51:14 PM18 votes

The in game match making needs fixed badly. Also, I seem to be one of the "lucky" players who gets 3g, 1 item openers 3 out of 4 games. This would be fine, if I got compensated with more items later in the game, but alas, I am only getting one component in the later creep rounds too (or, with lots of luck, gold from krugs AND raptors yay!!)

I am not saying everybody needs equal items, but pls, the varience from "high rolling" items to "low rolling" items is soooooo vast! Nobody should ever have more than double the completed items you are able to make...

Forgot Smite8/28/2019, 1:00:00 AM16 votes

Hextech 2 should be 4 seconds 1 Hex Hextech 4 should be 8 seconds 2 Hex

SikGaek8/27/2019, 7:12:12 PM11 votes

Can a change be made to be able to turn off attack moving in left click in game? I use that in normal league and when I get into a tft game the option for some reason is still applied and I can't disable it. This makes it really annoying when I have to left click somewhere and my character moves along with it.

Stexe8/27/2019, 6:13:06 PM10 votes

Any chance we can see bigger boards and other experiments? One thing I think a lot of other games in the genre have is more emphasis on positioning and interesting ways to reach the backline. In TFT it seems like it comes down to simply having a strong frontline and one or two strong carries in the back stacked with items. All your units are basically just about delaying or disabling the enemy until your carry can ramp up and stomp hard. Kind of leads to repetitive gameplay instead of having to adapt to what you're given and what the opponent's are doing.

Also, when will we get the ability to hold TAB to see everyone's board and info all in one spot? =/

guchslayer8/28/2019, 9:10:56 AM9 votes

I give tft till patch 9.20 till everyone just stops playing cause rito doesn’t listen to its players.

X1 Hangyul8/28/2019, 5:46:14 AM7 votes

Did u fix when sometimes ur meele champs dont attack and just stan ther?

Kahl Drogo988/27/2019, 6:51:59 PM7 votes

wow a whole 1 second nerf to hextech disable! that's gonna be so helpful when my item carries proceed to get deleted within 2-3 seconds!

Win Zhao8/28/2019, 12:51:04 AM6 votes

there needs to be more counterplay versus hextech. spreading units and spreading items amongst unit really screws up team comp (spreading out with guardians? how about with zekes/locket?) and carries (carries need items). so it becomes RNG roll of if hectech hits your carry with 3 items or a lesser unit with 1 item.

Goomber8/27/2019, 9:23:14 PM6 votes

That panth ult tho

Da Golden Rule8/28/2019, 2:43:31 AM5 votes

About that Match History...

Emancipor8/27/2019, 7:51:31 PM5 votes

Those nerfs to Graves and Gangplank... guess Pirates are off the table until MF at tier 5. GP's ability is the only thing that made him viable, and Graves is back to be melee-only since RFC is wasted on him now. At least Lucian is getting some help so Gunslingers weren't ruined as well...

Gimonfu8/27/2019, 6:49:38 PM5 votes

That **** daily orb is buggier than a bloody anthill. Any fix for that and the still delayed mission progress on the horizon???

Jack Prosper8/27/2019, 7:25:33 PM5 votes

With the changes to Assassin critical chance I'm really looking forward to making a 9 unit build with 6/6 Assassin and 4/4 Hextech - with Jinx preferably being the 6th Assassin. Players are more likely to use bad positioning to avoid your hextech, which allows your Assassins to gain better access to their backline.

UnsungHeero8/28/2019, 12:18:41 AM4 votes

Tenacity items please? I mean really, I am already dealing with Leonas permastunning things I don't need a magic resistant guardian stunning everything as well without counterplay. And what do you have against clumping?

TotallyNotTommy8/27/2019, 7:29:14 PM4 votes

Can I disable attack move on right click in the TFT menu yet?

Best Veigar FL8/27/2019, 8:02:52 PM4 votes

1 second off of hextech? Wow it changes nothing. Maybe only disable 1 item and have the amount of hextech champs increase the number of items disabled or make it easier to get full items to compensate for how easy it is to shut down an entire team with just Jinx + another champ.

Krypterr1238/27/2019, 11:06:41 PM3 votes

Why the hell is Pantheon Dragon/Guardian? He is literally neither of those. You should have waited for him and intro'd him with the Targon line.

Ana18/28/2019, 5:17:17 PM3 votes

Cool patch. Hextech still needs to be reworked. Even if this nerf turns out to balance it, it's just unfun. Even when you play around the AOE aspect, playing against Hextech ALWAYS feels bad.

SilverfoxTOAO8/29/2019, 12:42:26 AM3 votes

RNG is a good thing to keep some element of surprise in a game, however too much is, well... too much. RNG should only be used in dev when it enhances the game.

With that as a given, ask this: What is game enhancing about random opponents?

A round-robin opponent mode would be much better in that it would eliminate the streaky and un-enjoyable luck of facing the same OP opponent over and over, and it would enhance the skill in the game in that the player will have to pay attention to who they are fighting next and can then try to position their pieces accordingly. Piece positioning as a skill can never be emphasized too much!

Even if the argument is valid that facing an OP opponent over and over evens out in the end by you BEING that opponent, that's not the point here. In fact, it's even more argument in favor of the round-robin because if everything just balances out with respect to opponent selection, then there REALLY is no point to the RNG. In that case RNG only provides short term imbalance. I haven't heard anyone say that enjoy that form of RNG in the game.

Please. Kill the RNG opponent selection. Add the ghost army when there's an odd number of opponents. Easy day. I do not believe I am alone in thinking it would make for a much more enjoyable TFT experience.

nGio8/30/2019, 5:39:46 AM2 votes

The matchmaking is a complete mess. I either face the same person multiple times IN A ROW(I thought this was fixed?), or 2 enemies are chosen, and I just rotate between them in a cycle. Why is it so difficult to implement a system that is actually random? Make this the #1 priority over new champions and balancing, because it's an absolute joke when you draw the top 2 people and get shit stomped by them back and fourth until you're at 0.

VAPOR338/31/2019, 8:07:27 AM2 votes

no draven nerf yet....wtf?

Stephenizgod8/29/2019, 5:31:08 PM2 votes

I have only played TFT 3 times since Hextech trait was released and then never again. It was the least amount of fun I have ever had in TFT and I have played games were I ended with 2 items and lost because I went up against the guy in first 5 times in a row. Its anti-fun, your counter-play to it is to fuck your comp. Everyone builds it too because there are a bunch of them in the pool and its one of the most busted traits (if not the most busted).

Rework it please. You are adding in items in patch 9.18 that should have been the Hextech bonus instead of this abomination.

Lucarium Z8/27/2019, 8:15:50 PM2 votes

Can't y'all make it where if we own the champion we can equip them with skins or is that to much work?

MrOmega8/28/2019, 1:35:43 PM1 votes

Noble Buffs and nerfs. Wouldn't it be easier/better to make is so that they get a different boost when it's applied to one champs then different values for when it applies to all?

Like basically all other traits have different numbers when the comp is complete. I understand it's OP once you give it to 8-9 members BUT the gap mid-game where only one random gets it makes it hard to survive until you finally get Kayle