Red Post Collection: Patch 11.8 Hotfixes, TFT: Hyper Roll, and More!

Willst du Posten?

Möchtest du Beitragen? Erstelle ein Konto oder melde dich an!

  • Today's red post collection includes patch 11.8 hotfixes and additions, a rundown on the TFT lab Hyper Roll that is now testing on the PBE, news from other Riot games, and more!

    dsfadasfdsfa.jpg

    Continue reading for a closer look!


    Recent%2BNews.jpg


    Table of Contents


    Patch 11.8 Notes Hotfixes & Additions

    yorick.jpg

    The patch 11.8 notes were updated with details on the ARAM VFX updates as well as a handful of hotfixes that went out! Check out the full list from the patch notes:

    4/13/2021 ARAM VFX Updates
    These updates were included in the original patch deploy, but left off of the original Patch 11.8 Notes!

    Snowballs
    • New missile that should match the hitbox a bit better and be more readable in hectic team fights
    • New recast activation VFX on tagged target
    • New hit-and-miss VFXs
    • New SFX on missed snowball, so you know when you do hit!
    Poros
    • New porosnax icon
    • New porosnax missile going from you to the closest poro in an arc, with new and cute SFX!
    • Poros now stop and open wide when they see a porosnax coming their way, with hearts on their eyes
    • New cute little chomp VFX and SFX when poros receive their porosnax
    • New “happy circles” hearts VFXs while poros are happy and fed, with hearts on their eyes while circling around
    • Added hearts VFXs that follow a poro forever once it is fed at least once
    • New, more ceremonial poro explosion effect once they have been fed ten times and explode in several other poros
    Health Relics
    • New Relic VFX (the floating cross)
    • New pick-up VFX (for the one picking it up)
    • New healed VFX (for everyone healed in the area)
    Others
    • New Respawn effect
    • Cleaned up Turret glows and added some subtle falling cold smoke
    4/13/2021 Omnivamp, Sanguine Blade and Yorick Bugfixes
    Omnivamp Items
    • HEALING BUGFIX Fixed an issue where all items that grant omnivamp would heal double the intended amount
    • JUNGLE BUGFIX Omnivamp from jungle items are now long being applied to enemy champions and minions
    Sanguine Blade
    • PHYSICAL VAMP BUGFIX Sanguine Blade now properly heals from physical damage dealt
    Yorick
    • R - EULOGY OF THE ISLES BUGFIX Towers now properly prioritize damaging Yorick's Maiden instead of minions when she attacks enemy champions while Yorick is not in the tower's range"

    Teamfight Tactics: Hyper Roll

    TFT_TurboMode_Article_Banner_04142021.jpg

    Check out this explainer from Llord Llama on the new TFT lab, Hyper Roll:

    "GET HYPED for Hyper Roll!
    Hyper Roll is the new way to play Teamfight Tactics! It’s a shorter, slimmer version of the standard TFT you know and love. You will almost certainly finish a game of Hyper Roll in 20 minutes (or sooner… even a lot sooner).
    Hyper Roll features a simpler economy that allows you to focus on fielding the very best team you can, and re-rolling your shop to do it. You'll want to focus on keeping your board as strong as possible at every stage. Losing rounds, especially in the late game, will get you eliminated—fast. So while standard TFT asks for patience and precision, Hyper Roll demands a few good presses of that sweet sweet re-roll button… usually.
    There’s no bad time to play Hyper Roll. Maybe you’ve got some time to kill and don’t want to commit to a standard game, or maybe you just want to focus on learning the champions and traits without having to worry about managing your gold. Or maybe you’re looking to reach the top of the Hyper Roll ratings — Hyper Tier. Hyper Roll has a little something for everyone, and here's how it works:
    How it Works
    TFT: Hyper Roll has a lot in common with standard TFT, but it specifically challenges your champion choices and teambuilding thanks to a few rule tweaks. Here are the new rules for Hyper Roll:
    Experience and Income
    • You can’t buy XP. In standard TFT, you gain a little XP automatically each round, and you can spend 4 gold to buy more as often as you like. In Hyper Roll, you level up at the start of each stage . This way, every player in a Hyper Roll game is always the same level as every other player.
      • TIP: Towards the end of a stage, consider saving gold to roll when you level up at the start of the next one… or, if you’re gunning for some low-cost 3-star champions, roll for them before your chance to get them goes down!
    • You get two gold per victory, instead of one. Just winning rounds gets you some extra gold — and it can add up.
    • There are no gold bonuses for winning and losing streaks. In Hyper Roll, there’s no upside to losing a round (apart from weird trait bonuses).
    • There’s no interest income. Accumulating gold doesn’t generate any extra gold all by itself. Your base income in Hyper Roll is a bit higher than in standard TFT, though.
      • TIP: You might still want to save gold to roll at a higher level, when you’re more likely to get high-cost champions (and want to be able to afford them).
    Health and Damage
    • Players start the game with 20 Health. You’re still eliminated when your Little Legend loses all of its health.
    • Damage amount per round is flat. Unlike standard TFT, surviving champions won't deal any extra damage. Both the narrowest and the most devastating defeats cost you the same amount of Health in Hyper Roll.
      • In the first 4 stages of Hyper Roll, each loss costs 2 Health.
      • In stages 5-7, it’s 4 Health.
      • In stage 8 and later, it’s 6 Health.
      • TIP: You’ll see a special “imminent death” version of your Little Legend’s health bar when elimination is 1 loss away!
      • TIP: Don’t be fooled by those low damage numbers early in the game! Winning those rounds can make a big difference at the end, generating some extra gold for that key re-roll, and forcing an opponent to beat you twice instead of once for the win.
    Drafting and Round Structure
    • There’s only one shared draft carousel, and it kicks off every game. After that, you’ll get item components from the Armory, a new feature we’re also adding to standard TFT. The Armory will appear on screen at the start of stages 4 through 6, and lets you pick one of two item components. (Standard TFT still has all the shared draft rounds it used to have — but in Reckoning, the Armory is also used to get those dangerous Shadow components.)
    • The round structure is different. In general, Hyper Roll stages have fewer rounds, especially early on.

    Climb Fast
    When you play Hyper Roll, you’ll get a rating that corresponds to your team-building and rerolling skill. Everyone starts in the Gray tier, but you'll progress through Green, Blue, and Purple tiers on your way to the pinnacle of Hyper Roll: Hyper Tier! We’re a bit more chill in Hyper Roll than in a standard Riot Ranked system: you’ll get Ranked rewards based on the highest rating you achieve each stage (starting at Blue Tier) — even if you later take a plunge. No need to worry about whether a bad streak will push you out of rewards contention. Last but not least, Hyper Roll will have its own rewards, separate from standard TFT!
    Missions and Balance
    In addition to standard TFT, you’ll be able to complete missions for your Reckoning Pass in Hyper Roll for full XP, so it can be a fast way to get a chunk of progress! That said, you’ll only get 50 baseline XP for each Hyper Roll match you play.
    We’re going to take an active approach to balance in Hyper Roll just like we do in standard TFT. We have some theories about how this is going to go… and you’re probably going to burn all of those theories to the ground. It’s possible that Hyper Roll will need significant tuning to keep TFT’s fun and varied gameplay intact, so we’re going to be keeping a close eye on that as players experience the beginning of Hyper Roll!
    The Same… but Different
    Hyper Roll’s pace and rules mean we have to make some tweaks to how some traits and champions work. We’ll always make them work as similarly to their standard counterparts as possible; but, for example, Teemo can’t cost 6 Health in Hyper Roll — that’d be over a quarter of your starting Health! Even Teemo isn’t powerful enough to warrant THAT. So, in Hyper Roll, he only costs 1 Health. Similarly, any trait that changes according to rounds will need adjustments to ensure it makes sense in Hyper Roll."

    Miscellaneous

    • Riot Beardilocks shared some small VFX changes coming to the PBE soon for Full Machine Viktor:

    BEHOLD! Full Machine #Viktor gets a recolor as a 975. A little late from his VFX update, but I'm having fun on my week off adding value.
    It's a kind of chem-tech Viktor, like he went down to Zaun.
    Probably will reduce the brightness a little. pic.twitter.com/Pm4soKMQFJ

    — Riot Beardilocks (@Beardilocks) April 14, 2021
    • Riot EarthSlug noted some updates coming for champion videos in the client:

    "We're aware that some in-client ability videos are outdated. We'll be re-capturing and updating all of the ones we've found.

    Some data for you:

    We'll be updating 46 unique champions

    We'll be updating 226 total videos"

    • Check out this community comic collab featuring Elise - "Gronoc returns with his take on Elise and Strand by Silken Strand."

    Strand-by-Silken-Strand4.jpg

    • Here's the latest look at MSI groups after this weekend:
    "The updated #MSI2021 Groups as the first six teams have qualified over the weekend!"

    EyxntH6WYAcMkP6.jpg

    • Here's the next video in the League Frequencies series - "League Frequencies Ep2 | Part 1: Synthesis-based Building Blocks"


    Other Games

    Legends of Runeterra

    "Join us in celebrating Legend of Runeterra’s one-year anniversary! As a token of our appreciation, we're offering 7 days of free login gifts and special event quests with even more rewards. Once patch 2.6.0 goes live, log in each day for the following rewards, including some exclusive anniversary items!"

    Modal_LoR_Anniversary_Patch_Notes_2-06_04122021.jpg


    • The LoR twitter previewed some changed VFX in patch 2.6:

    We’re rolling out some new FX in Patch 2.6 for:
    💫 Spell Shield
    🏃 Recall
    ✨ Auras on cards like Rahvun & Stony Suppressor
    🃏 Deck shuffling
    🕳️ Elusive units
    🕶️ Sharpsight
    Take a look and tell us what you think ⬇️ pic.twitter.com/DK2vUZxmuw

    — Legends of Runeterra (@PlayRuneterra) April 12, 2021


    Wild Rift

    • WILD RIFT PATCH NOTES 2.2A including the addition of Rammus, new "first-to-Wild Rift" Stargazer skins for Camille, Soraka, and Twisted Fate, new accessories, balance changes, and more!

    4_12_21_Patch22article_StargazerCamille.jpg

    4_12_21_Patch22article_Goodies.jpg

    EyvmC3pVgAIQcsL%2B%25281%2529.jpg

    • Wild Rift tweeted that position preference in ranked went live in Ranked in all regions on April 12th!

    Calling all daring duos, skillful solo laners, and mediocre mids: SURPRISE! Position preference is now live in Ranked in all regions.
    📣Let us know what you think!

    Read more: https://t.co/9JZIG4qWrU pic.twitter.com/DMmB3ufXnW

    — League of Legends: Wild Rift (@wildrift) April 13, 2021


    [BACK TO TOP] Quelle: http://www.surrenderat20.net/2…n-patch-118-hotfixes.html

    Achtung! Dieser Content ist automatisch generiert.

  • AHE MoosBe

    Hat das Thema freigeschaltet.