Teamfight Tactics patch 9.24b brings changes to unit scaling, Nocturne, and more

                                                                                                                                                       Photos: Riot Games
▲ Nocturne should be less spooky in patch 9.24b, right?


As the holidays approach, the Teamfight Tactics team wants to make sure the auto-battler is in as good a state as possible prior to employees taking a little break to spend time with their families. On Monday night, Stephen "Mortdog" Mortimer, the game's Lead Designer, fired up his Twitch stream to unveil what was coming in patch 9.24b. Scheduled to go live on Wednesday, the b-side patch will be larger than most, if not the largest of Set 2.


"With the holiday, we wanted to make sure the game was in as good a state as possible and there are some things currently on live that we are not okay with," said Mortimer. "The meta has been pretty diverse which is nice but there are a few builds that are exceeding our expectations."


The specific changes, which are subject to change if the development team feels necessary, are below.


What's getting tweaked?



Mortimer and his team know hyperrolling is a popular strategy that players employ to quickly three-star their units and dominate their way to victory. While they're fine with the strategy as a whole and understand it can have its place in the meta, how each individual unit scales is problematic. By adjusting the scaling, from doubling a unit's HP and AD when they go from two-star to three-star to 1.8X, the team is allowing themselves more design space if an ability is over or under-tuned.




Assassins- Teams that assemble three-Assassin synergies are having their bonus critical hit damage reduced from 75 percent to 50 percent.

Electric- Unit's AOE damage upon landing a critical hit or receiving one is being lowered from 100/300/500 to 80/250/500, almost a complete revert of the previous patch.

Inferno- Burning hexes on the ground will deal 70%/120%/180% damage to 70%/140%/210% over four seconds.

Shadow- The bonus damage Shadow units will churn out at the start of battles will go from 70%/140% to 60%/140%




Hush- The rate at which targets will not be able to gain mana from a proc will go from 33% to 25%.

Swordbreaker- The rate at which targets will not be able to attach from a proc will go from 33% to 25%.




▲ Zyra should be less strong as a one-cost unit.


Nocturne- Passive healing changed from 40%/60%/80% to 40%/45%/50%.

Zed- Attack damage decreased from 80 to 70. Armor lowered from 30 to 25.

Senna- The ally buff she dishes out is lowered from 25/45/75 to 15/30/55.

Amumu- Mana bar improved from 50/150 to 50/125. His spell range is being tweaked from 2/3/4 hexes to 3/3/3.

Ashe- Her spell damage attack damage is being buffed from 25%/30%/35% to 30%/35%/40%.

Twitch- Attack damage increased from 60 to 65. Mana bar changed from 0/90 to 0/70.

Zyra- Spell damage nerfed from 70/80/90 to 55/65/75.

Rek'sai- Attack damage lowered from 65 to 60.

Brand- Mana changed from 0/90 to 0/80.

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