TFT Patch 10.20 notes: Dusk & Spirit nerf, Moonlight & Fortune buff, more - Dexerto
League of Legends

TFT Patch 10.20 notes: Dusk & Spirit nerf, Moonlight & Fortune buff, more

Published: 29/Sep/2020 20:00 Updated: 1/Oct/2020 2:55

by Andrew Amos

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TFT Patch 10.20 is here, and so are the first major balance changes for TFT Fates. Riot have targeted two traits in particular for nerfs, while a handful of underpowered units will be getting a leg-up. Here’s everything you need to know.

Fates has now been on live servers for two weeks, and Riot are pretty pleased with where it has landed so far.

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“We’re very happy with the state of balance so far, with what’s arguably the most varied meta on release we’ve seen for TFT so far,” League design director Meddler said on September 25.

However, they are keeping their eye on the power balance keenly. One slip and it could descend into madness. That’s why Riot are treading around TFT Patch 10.20 carefully, with needed but measured changes to Dusk, Spirit, Moonlight, and more.

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Spirit Blossom Riven in TFT
Riot Games
Dusk is being hit with a nerf in TFT Patch 10.20, but it’s not likely to change too much.

Dusk & Spirit targeted as two traits dominate meta

The TFT Fates meta has been pretty open thanks to the Chosen mechanic. However, there’ve been two traits pulling ahead of the rest ⁠— Dusk and Spirit. The spell power and attack speed buffing traits have given defensive units a lot of offensive power.

Riot are toning that back a bit. For Dusk, the TFT devs are nerfing its spell power bonuses at six units, to make it less powerful late. Riven, as one of the strongest champions in the set, is also losing some of her shielding and damage at three-star. This will stop Dusk from being an automatic win condition with enough of a high roll.

As for Spirit, Riot are toning down its attack speed at four units. This should hopefully decrease the power of certain sharpshooter comps that have risen up with Spirit. It’ll also be a huge nerf to Ahri’s ability to stack her board wipe.

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Cultist is also getting a slight nerf, but only at lower levels. The 3-unit Galio will have slightly less HP and AD, making it less of a threat in the early game, and less of a splashable trait late.

Aphelios in TFT
Riot Games
Aphelios is one of three Moonlight units getting buffed in TFT Patch 10.20.

Moonlight buffed early with changes to Aphelios, Diana, Lissandra

Moonlight is meant to be a composition built around one four-star hypercarry. However, despite its incredible power at full build, it falls off very hard early.

Riot are solving this problem by buffing individual Moonlight units early. Aphelios, Diana, and Lissandra are all getting buffs to their one and two-star forms. Aphelios will get extra turret duration, Diana more orbs, and Lissandra more spell damage.

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The TFT devs don’t just have their eyes on Moonlight though. Fortune, Keeper, and Mage are also in line for buffs in the first big Fates update. Nami, Vayne, Annie, Hecarim, Jax, Xin Zhao, Yuumi, Shen, Lee Sin, and Yone are also getting a leg-up.

On the flipside, Veigar and Sett are sliding down the nerf column. Sett has been one of the most potent five-cost units in the game, but he will have a sharp increase on his ability mana cost added, reducing the amount of slams he can do in a round.

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Sett in TFT
Riot Games
Sett’s increased mana cost after TFT Patch 10.20 will mean less slams.

You can find the full patch notes for TFT Patch 10.20 below, courtesy of Riot Games.

TFT Patch 10.20 patch notes

Champions

Tier 1

Diana

  • Number of orbs: 3/4/6/10 ⇒ 4/5/6/10

Lissandra

  • 1000 Daggers damage: 300/400/600/900 ⇒ 350/450/600/900
  • 1000 Daggers Secondary Damage: 150/200/300/450 ⇒ 175/225/300/450

Nami

  • Aqua Prison Stun Duration: 2/2.5/3 ⇒ 2.5/3/4 seconds

Vayne

  • Attack Speed: 0.8 ⇒ 0.9

Tier 2

Annie

  • Burst Shield Damage: 200/300/450 ⇒ 250/350/450
  • Burst Shield: 400/600/900 ⇒ 500/700/900

Aphelios

  • Turret Duration: 6/7/9/11 ⇒ 7/8/9/11

Hecarim

  • Spirit of Life Healing: 250/350/500 ⇒ 250/400/600

Jax

  • Attack Speed: 0.65 ⇒ 0.75
  • Starting/Total Mana: 50/125 ⇒ 50/100

Tier 3

Jinx

  • Spell is now an actual spell instead of auto-attack override.

Veigar

  • Now targets lowest current health instead of lowest percent health.
  • Dark Blossom Spell Power gain on kill: 1/2/5 ⇒ 1/2/4
  • Dark Blossom Damage: 500/650/1150 ⇒ 500/650/1000

Xin Zhao

  • Total Mana: 50 ⇒ 30
  • Spell now goes through the Basic Attack system
    • Counts as single attack for Statikk Shiv and Rageblade
    • Healing comes from Bloodthirster, not Hextech Gunblade

Yuumi

  • Zoomies Healing: 30/45/60% ⇒ 30/45/75%
  • Zoomies Attack Speed: 30/40/50% ⇒ 30/40/60%

Tier 4

Riven

  • Sweeping Strikes Shield: 175/250/1000 ⇒ 175/250/750
  • Sweeping Strikes Damage: 180/250/1000 ⇒ 175/250/750
  • Sweeping Strikes Wave Damage: 300/450/2000 ⇒ 300/450/1500

Shen

  • Armor: 50 ⇒ 60
  • Starting/Total Mana: 60/125 ⇒ 50/100
  • Shadow Dash Shield and Taunt duration: 4/4/4 ⇒ 4/4/8 seconds

Tier 5

Lee Sin

  • Total Mana: 50 ⇒ 40

Sett

  • Starting/Total Mana: 50/125 ⇒ 70/175

Yone

  • Total Mana: 100 ⇒ 80

Zilean

  • Can no longer ult himself (can ult other Zileans)

Traits

Cultist

  • Tyrant Galio: Attack Damage: 150 ⇒ 125
  • Tyrant Galio: Health: 1800 ⇒ 1600

Dusk

  • Team Spell Power: 20/20/50 ⇒ 20/20/40
  • Spell Power: 0/50/75 ⇒ 0/50/70

Keeper

  • Shield: 175/250/325 ⇒ 175/250/400

Mage

  • Spell Power: 70/110/180% ⇒ 80/110/180%

Spirit

  • Attack Speed: 35%/90% ⇒ 35%/80%

Fortune

  • Increased the approximate gold value of 3 unit Fortune at all levels, and removed “All Gold” drops at higher levels of losses.
  • Spatulas can drop from 5 losses on.
  • 6 unit loot table average value increased from 9.25 gold to 10.25 gold.
  • Added very rare “Jackpot”
  • 0 Losses: 2g ⇒ 3g
  • 1 Loss: 4.5g ⇒ 6.5g
  • 2 Losses: 8g ⇒ 11.5g
  • 3 Losses: 13g ⇒ 17g
  • 4 Losses: 18.5g ⇒ 24g
  • 5 Losses: 23.5g ⇒ 31g
  • 6 Losses: 29g ⇒ 38g
  • 7 Losses: 35g ⇒ 45g
  • 8 Losses: 41.5g ⇒ 55g
  • 9 Losses: 55g ⇒ 70g

Items

Luden’s Echo

  • Damage: 180 ⇒ 200

Statikk Shiv

  • Damage: 80 ⇒ 85
  • Bonus Damage: 80 ⇒ 85

Sunfire Cape

  • Burn damage cadence: 1 second ⇒ 2 seconds

Systems

Combat Recap

  • The Combat Recap panel has new capabilities: it will now display total damage blocked, shields, and healing for your team.

Round Timer

  • Removed the extra 5 seconds of planning per round for the start of each Set.

Champion Shop

  • Champion probability by Tier at level 8: 14/20/35/25/6% ⇒ 14/25/35/20/6%

Bug fixes

  • Aphelios’ turrets will now die exactly when he dies instead of lingering for up to .24 seconds.
  • Sett will no longer casually walk back onto the stage only to disappear when knocked out by Lee Sin.
  • Yone can now properly cast Unforgiven while Disarmed.
  • Thresh, Warwick, and XinZhao’s clickboxes have been extended vertically to better represent the size of the units.
  • Nami’s CC can no longer be overridden by other knock-up effects (like Lulu).
  • Vi can now cast her spell at long range when equipped with a Rapid Firecannon.
  • Azir’s Soldiers no longer have 5.00 Attack Speed which could cause units to target them with their spells
  • Lee Sin will no longer knockout units who are immune to C
Call of Duty

Black Ops Cold War Beta patch notes: everything changed from the Alpha

Published: 7/Oct/2020 21:31

by Albert Petrosyan

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Call of Duty developers Treyarch have released the full patch notes detailing all of the changes they made in Black Ops Cold War between the Alpha and Beta.

Black Ops Cold War is all the talk right now in the Call of Duty community, and for good reason. Not only is the highly-anticipated title set to release soon, on November 13, but Activision are holding a massive two-week Beta testing period on PS4, Xbox One, and PC.

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Of course, this isn’t the first time players will get a chance to try out the game pre-release; Activision surprised fans with a three-day Alpha during September that gave the developers a chance to assess everything they needed to work on.

Now, with the Beta just a day away, the devs have revealed all of the changes that they’ve made since they Alpha, and there’s plenty to read about below.

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Black Ops Cold War Beta patch notes

In addition to the new maps, modes, and features we’re bringing to the Black Ops Cold War Beta – including VIP Escort, Combined Arms: Assault, Fireteam: Dirty Bomb, FOV slider on consoles, and more – we’re also delivering plenty of gameplay enhancements based on player feedback and internal data from the Alpha.

From updates to core movement and visual fidelity improvements to weapon tuning and spawn adjustments, there’s a lot that’s changed over the past few weeks. We’d be remiss if we didn’t thank you for all of your feedback along the way. It has been invaluable to our team, and will ultimately help us continue to improve upon the overall gameplay experience as we approach the November 13 launch.

Read on for the high-level list of updates since the Alpha:

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MOVEMENT

We’ve made a large tuning pass on core movement with the goal of improving the responsiveness of player controls and actions. We’ve identified several key areas in our core movement set for improvements, largely focused on sprinting and sliding:

  • Core Movement
    • Integrated updated locomotion animations and systems for walking, jogging, and sprinting.
    • Slightly increased acceleration when moving from a standstill.
  • Sprinting
    • Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This results in more opportunities to use the Sprint Takeoff feature for a quick burst of speed when initiating a sprint.
    • Increased the time it takes to ramp down from maximum to minimum sprint speed for a smoother change of speed. This also slightly increases the time at which a player sprints at a faster pace.
    • Slightly adjusted camera bob during sprint to better align with updated movement animations.
    • Disabled Field of View increase when sprinting. This should provide a smoother in-game view and prevent a “floating camera” feeling when sprinting.
  • Sliding
    • Slightly reduced slide speed.
    • Increased the minimum amount of time a player must sprint before sliding to better align with time to reach max sprint speed. This means a player cannot immediately trigger a slide from a near-standstill.
    • Addressed an issue that allowed players to cancel a slide without the appropriate slowdown. We will continue to monitor and investigate any slide-cancel exploits.

WEAPONS / GUNSMITH

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We’ve refined our weapons tech and animations since the Alpha, completed numerous tuning and tweaking passes on our weapons, and added more details to attachment statistics in Gunsmith. We’ve also made several positive changes to how sniper rifles work based on Alpha data and feedback.

Sniper rifles are a key component of Black Ops combat, and in some ways more relevant than ever in Black Ops Cold War. With support for large maps and game modes, as well as cross-platform play, sniping can be an effective and often extremely powerful play style. To balance out cross-play sniping, we’ve brought back aim assist for snipers on controllers – something we haven’t had in Black Ops Multiplayer since Black Ops 2.

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The data from our Alpha proved to us that even without cross-play or larger maps, sniper rifles were still dominant on smaller maps. As a result, we’ve made some adjustments to bring them back into balance for the Beta, and look forward to seeing what the community can do with these finely tuned precision weapons.

Here’s the list of changes to weapons and Gunsmith statistics:

  • Gunsmith
    • Added a more detailed breakdown of statistics for each attachment, explaining in detail how each attachment influences its weapon’s stats.
    • Moved the Gunsmith UI button closer to the weapon for easier access.
  • Recoil and Firing Animations
    • Added new weapon recoil systems and firing animations with a comprehensive tuning pass for a revamped weapon firing feel on every weapon for both hip-fire and ADS.
    • Reworked and rebalanced all recoil patterns, impacting weapon balance and mastery across the board.
    • Full touch-up pass on animations across all weapons based on feedback.
  • Aim Down Sights (ADS)
    • Added new ADS weapon rendering technology for more realistic ADS perspective.
    • Smoothed out all ADS in/out transitions.
  • General Weapon Tuning
    • Made tuning changes to Alpha weapons that overperformed or underperformed, including increases to AK-74u recoil and ADS time, increasing LMG ammo capacity, and more.
  • Attachment Tuning
    • Full attachment balance pass to ensure all attachments stay relevant and balanced.
  • Sniper Rifles
    • Added aim assist on snipers for controller users for cross-platform balancing.
    • Several precision-aiming adjustments to help the sniping experience feel more fluid.
    • Sniper glint now displays more often and more reliably to help players understand when they are in danger.
    • Adjusted ADS time on sniper rifles.
    • Sniper rifles now requires higher hits on the body for one-hit eliminations (for example, upper chest instead of stomach, or upper arm instead of lower arm).
  • Frag Grenades
    • Reduced the fuse time on the Frag Grenade for Beta. Throw speed adjustments are targeted for launch.

VISUALS

We’ve made several graphical improvements throughout the Beta, and we’ve responded to player feedback about low visibility in some areas of the Miami map. With our latest changes, players should be able to spot enemies more clearly on Miami.

  • Graphics
    • Improved graphical fidelity and performance across the board.
  • Lighting / Visibility
    • Adjusted lighting and character visibility throughout the Miami map for better overall visibility based on player feedback.

AUDIO

The audio team has made several crucial improvements to weapon sounds between the Alpha and Beta, and continues to work on further enhancements for launch. Footstep audio design and its interaction with the Ninja Perk have also been tuned significantly for players who like to keep it stealthy.

  • Weapon Audio
    • Added bass and punch to all weapon sounds by adjusting master EQ and compression output.
    • Added 3 presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to suit player preferences.
    • Redesigned several weapon audio layers, corrected audio decay playback, and added blending for interior/exterior sounds.
    • Polished reverb audio across all maps.
  • Footsteps
    • Crouch-walking now functions as a near-silent movement option available to all players, with or without the Ninja Perk.
    • ADS crouch-walking now makes the player’s footstep audio even quieter. Enemies should not hear the player when crouching outside of extreme close quarters.
    • While Ninja is equipped, core movements such as sprinting, jogging, and walking are now greatly reduced in volume and distance by roughly 50% compared to the Alpha.
    • ADS walking will also provide a significant stealth advantage when using Ninja.
  • Hit Marker Audio
    • Added new sounds for fatal and non-fatal hit markers.
  • Scorestreak Audio
    • General
      • Polished audio for several Scorestreaks.
    • Spy Plane Audio
      • Reduced the volume of the Spy Plane’s locational pings.
      • For the first time in a Black Ops game, Spy Plane pings are directional and locational based on where an enemy is when they are swept by the radar, allowing for pinpoint accuracy. As this is a new mechanic, we will continue to monitor and adjust as necessary.
  • Bullet Crack
    • Tweaked the bullet crack system to prevent players from hearing sounds when they shouldn’t, and vice versa.

SCORESTREAK SYSTEM

We’ve increased the score reward for a number of objective-based game modes and objective score events to further incentive playing the objective in the Beta. These changes are in service of rewarding players of all playstyles fairly, whether it’s the slayers out in the dunes of Satellite or the OBJ players holding down Hardpoints in the jungles of Cartel.

Our philosophy acknowledges that players put themselves at considerable risk for playing the objective, and we don’t want the risk of losing a streak to disincentivize objective play. At the same time, we want to avoid allowing players to “game the system” by waiting for streaks to build up before capturing objectives, which is why objectives don’t count in streak multipliers.

As we continue to gather data and feedback on the new Scorestreak system and kill-streaking mechanics, the changes below reward objective players and require slayers to stick to their role more carefully to ramp their score up. We recognize that there are hybrid styles that achieve both, and this system rewards players for the play style they gravitate to the most.

  • Scorestreak System
    • Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and do not require or reward objective streaking.
    • Adjusted Scorestreak rewards to reduce Scorestreak spam and make Scorestreaks more rewarding. Players will need to go on higher streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low end, and ramps up quickly as the player earns higher kill-streak numbers.
    • Reduced Scorestreak cooldowns to offset these changes and allow players to cycle through Scorestreaks more often.

SPAWNS

We heard from several players during the Alpha that they felt it took too long to get into the action in 6v6 game modes on Miami. To address this, the design team has adjusted the spawns and spawn logic across multiple modes to ensure a faster time to engagement on the map.

  • Miami
    • Full spawn pass for Team Deathmatch and Kill Confirmed modes on Miami with the goal of reducing the time to engagement and increasing the overall pace of 6v6 game modes.
    • Spawns at the ends of the map have been pulled in closer.
    • Added new spawns to get players back into the fight faster.
    • Adjusted the spawn logic to reduce the distance at which an enemy player will influence the enemy team’s spawn points.
  • Moscow
    • Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
  • Armada
    • Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
  • Crossroads
    • Adjusted Combined Arms: Domination spawn logic and spawn placement to keep players spawning closer to their owned objectives, reducing time to engagement and getting players back into the action faster.
  • Satellite
    • Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.

VEHICLES

Vehicle vs. infantry combat is a dynamic we work hard to balance out for both parties. We’ve made substantial adjustments for this combat loop in the Beta, and will continue to dial this in for launch.

  • Vehicle Damage Tuning
    • Reworked the bullet damage mitigation model for Tanks to provide a more consistent experience across weapon classes. This fixes issues where some guns seemed inordinately more powerful against vehicles than others.
    • Adjusted the “Cavalry Lancer” weapon attachment to be more consistent across weapons, especially on LMGs. We will continue to keep a close eye on tuning this for launch.
  • Tanks
    • Reduced Tank health to make launchers and C4 more effective counters.
    • Reduced the deadliness of the Tank shell’s splash damage.

BUG FIXES

  • Character Models
    • Addressed an issue where a player disconnecting from the match during the loading sequence could result in that player’s character displaying an unnatural pose at the start of the game.
  • AK-74u
    • The AK-74u’s reload animations will no longer appear to skip.
  • RC-XD
    • Called in the Fun Police to address an issue that allowed players to ride around on a teammate’s RC-XD. Sorry.
  • Gunboat and Wakerunner
    • Fixed an issue where Wakerunners being deployed from a ship’s davits could cause the Gunboat to be flung into the ocean.
  • Motion Blur
    • Addressed an issue where the Motion Blur setting would not properly retain its settings.
  • Moscow Window
    • Addressed an issue where a player could become stuck when sliding through a window in Moscow.
  • Mantling
    • Tuned mantling at tall heights to ensure they are performed at a more natural speed.
    • Where necessary, map designs will be updated to restrict areas where mantling is not intended.
  • Moving Before Match Start
    • Addressed an issue that could allow players to begin moving before the match countdown timer had ended.
  • “Invisible” Weapons
    • Addressed an issue that could display an invisible third weapon when exiting a vehicle, preventing the player from being able to use any of their weapons.
  • After Action Report
    • Addressed an issue that would show incorrect Scoreboards in the After Action Report.
  • Stability
    • Addressed various stability issues encountered during the Alpha.

ADDITIONAL UPDATES / FEATURES

  • Ping System
    • Added locational Ping system across all MP modes, allowing players to ping objectives, loot, locations, and enemies for teammates during a match using D-pad left on controllers or Z on keyboards by default.
    • Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected in the Gameplay Settings menu.
  • FOV Slider on All Platforms
    • Added Field of View (FOV) slider on all platforms to define the height and width of the player’s view in Settings.
  • HUD Visual Toggles
    • Added the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints in Settings.
  • Name Plates
    • Adjusted the ruleset around when friendly player names would show to reduce instances where friendly name plates would appear over enemies in certain situations.
  • Deadzones / Minimum Input Threshold
    • Expanded the options to reduce minimum stick input threshold (or “deadzone”) to 0.
    • NOTE: Setting this to 0 is only recommended for advanced users. Depending on controller hardware, setting this to low values can cause “stick drift”, which can engage the stick even when no input is given.
  • Kill Confirmed Score Limit
    • Our data from Alpha showed that Kill Confirmed was ending on time limit too frequently in the Alpha, so we’ve reduced the score limit to 65 for the Beta.
  • Start Spawn “Soft Freeze”
    • We’ve enabled the ability for players to rotate their Operator, swap weapons, ADS, and changes stances during the pre-round timer.
  • Progression
    • We’ll be introducing a deep progression system synchronized across Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we’ll have more details in a dedicated blog as we get closer to launch. While players won’t see this full progression system in the Beta, you’ll be able to rank up to certain levels to unlock additional content throughout both Beta weekends.

That’s it for now! We’ll see you online in the Beta, and we’re looking forward to collecting more community feedback to help us make Black Ops Cold War even better. You can pre-order here to get into the Beta as early as possible, and players with digital pre-orders can pre-load the Beta on PS4 right now.

-Treyarch