Teamfight Tactics: New Hextech trait bonus already changed on PBE - Dexerto
League of Legends

Teamfight Tactics: New Hextech trait bonus already changed on PBE

Published: 6/Aug/2019 12:04 Updated: 6/Aug/2019 12:25

by Joe O'Brien


Significant changes have already been made to Teamfight Tactics‘ new ‘Hextech’ trait, which is currently in testing on the Public Beta Environment (PBE).

Riot Games announced on July 31 that the next major update for Teamfight Tactics, Patch 9.16, would feature four new champions – Camille, Jayce, Vi, and Jinx –  and an all-new Origin: Hextech.

The Hextech trait is designed as a counter to compositions that rely heavily on items, especially those that utilize one or two major carry champions stacked with items that make them a devastating force individually.

Initially, the Hextech trait caused two or four (depending on the number of Hextech champions on the board) random enemy items to be disabled at the start of combat, but this has already been significantly adjusted.

First, the trait was changed so that the team fires a ‘pulse bomb’ that would disable nearby items for five seconds at tier one, and 15 seconds at tier two. This has now been changed again, to a flat 8 seconds at both tiers, with the difference being in the size of the area affected. The pulse bomb targets a random enemy champion with at least one item.

u/Mr-DeerThe new Hextech bonus on the PBE.

The eight second disable should now mean that those champions hit by it have a chance of surviving long enough to have their items come back online, while still being long enough to make a clear impact if the right units are affected.

There has been a mixed response to the idea of the Hextech bonus overall, with some players claiming that the randomness of which champions the trait affects make for a potentially frustrating experience on both sides, depending on where the pulse bomb lands.

The new champions bearing the Hextech trait are due to go live with Patch 9.16, which is scheduled for August 14, but it seems Riot may not be finished making adjustments to the bonus in the meantime.

League of Legends

Riot address League preseason 11 ranked issues after player backlash

Published: 5/Dec/2020 6:44

by Andrew Amos


While you can’t earn much for playing ranked in preseason, many League of Legends players still do to get high quality games. This was lost on Riot originally, but they’ve addressed the LP gain problem in a new statement, vowing to make changes ahead of Season 11.

Ranked play in preseason isn’t awfully popular in League of Legends. However, it’s often the best place to get a competitive game to test out the new features. In Season 11, that has been incredibly crucial with testing the new item rework.

However, Riot sent players for a loop when a support representative said playing ranked was practically “pointless.” This led to the community being both confused and outraged for Riot basically saying ‘stop playing the game.’

The point was lost in translation though. Lead gameplay designer Mark Yetter clarified Riot are introducing some changes to LP gains in ranked to compensate for the Season 11 overhaul. However, the initial update had some unintended consequences.

“We’ve made some pretty big changes to the LP system during preseason, some of which are easy to see (no more division promos) and some of which are more under the hood (improvements to our matchmaking algorithm),” he said in a December 4 blog.

“There have been some hiccups during the rollout of these systems, but that’s why we do them during the preseason where they have a smaller impact. The end result is that we saw players’ ranks being inflated, which resulted in lower LP gains in the short term.”

With the kinks ironed out ⁠— so players won’t get weird 12 LP gains and 25 LP losses for now ⁠— Riot is feeling confident about their changes for next season. Overall, players should expect LP gains and losses to be smaller, but the system as a whole to feel fairer without promotion series.

“We’re planning to do a smaller ranked reset at the start of the season so you stay closer to the rank you’ve achieved this year, and removing divisional promotion series makes people climb faster, and benefit more from a win streak,” he stated.

“The combination of these two changes would cause significant rank inflation, so in order for the ranking system to stay accurate, we needed to tone back the amount of LP gained per win.”