Red Post Collection: Patch Notes, Making Space Groove TFT Dev Drop, & More
This week’s red post collection includes the Patch 12.21 & TFT notes, a look at how Space Groove got it’s groove back, A TFT Dev Drop, a mechanics overview for the next TFT set, and more!
Continue reading for more information!
Table of Contents
Patch 12.21 Notes
Check out the
Patch 12.21 notes:
“The World Championship Final is this weekend, K’Sante is here, and
Preseason 2023 is coming. There’s no time to dally, so let’s jump straight
into patch 12.21!
This is going to be a relatively light patch as we get ready for all the
exciting Preseason changes around the corner, so we’re doing a few smaller
balance adjustments this time around. That said, big things come in small
packages and this patch introduces K’Sante, the Pride of Nazumah, so make
sure to try him out! Thanks for reading and see you in the next patch!
World’s hype got you wanting more? Well check out the Dragonlands
championship TFT patch notes
LILU “RIOT RIRU” CABREROS
11/8/2022 MID-PATCH UPDATE
- OVERKILLED Fixed a bug where K’Sante would knock opponents airborne for
an extended period of time if he died while using R – All Out through
11/2/2022 MID-PATCH UPDATE
- BY MY CALCULATIONS Fixed a bug where casting Heimerdinger’s ultimate Q
would reset the cooldown timer on his W and E if they were already on
- TRY TO STOP ME Fixed a bug where Syndra’s E could move Olaf while he is
immune to CC from his ultimate.”
Making Space Groove
“Or how I learned to stop tilting and feel The Groove.” –
SMALL BABY PANDA
“Picture this: You’re stomping your way down your lane, not a care in the
world, when a sudden stroke of brilliance hits you. League needs a baby skin
Your imagination starts cranking on all cylinders. Baby Elise will fall from
the sky on an adorable baby mobile. Maokai’s saplings are teddy bears. Sett
screams like an infant on an airplane when he casts Haymaker.
Many truly brilliant ideas for skin thematics—including all champions are
now babies—never get made. But that doesn’t stop Rioters from constantly
dreaming up nutty concepts and trying to get them into the game we love so
much. And at Riot, there’s always a chance. Even Rioters in roles that
aren’t part of the creative discipline have the opportunity to bring their
ideas to the Rift.”
Teamfight Tactics Patch 12.21 Notes
TFT patch 12.21 notes:
“Welcome to the Dragonlands Championship patch!
This is going to be a short one since we’re focusing on tightening up power
outliers of the meta for the competitive scene, rather than shifting the
meta entirely. That being said, we shipped a mid-week update in the
with a few bigger changes you can check out. And if you want more
information about the Dragonlands Championship we’ve got you covered
Finally, in case you missed our 13 minute update on TFT: Monsters Attack!
and more, you can check it out
RODGER “RIOT PRISM” CAUDILL”
TFT Dev Drop
“Join us for conversations about our next set, Augments [1:05],
heroes, villains [4:07], and TFT’s baddest Little Legends to date [8:41]. ”
TFT Monsters Attack Mechanics Overview
“Read all about the new mechanics coming in TFT: Monsters Attack!” – RODGER “RIOT PRISM” CAUDILL
In TFT, anyone can be a hero—chubby ball dragons, sword-wielding penguins,
and of course monstrous Threats like Bel’veth, Urgot, and Zac. You see, in
TFT: Monsters Attack! the only thing a champion needs to become a hero is a
And just what are Hero Augments? Well, keep reading
(and I’ll keep typing) to find out about the new mechanics coming in patch
12.23 with TFT: Monsters Attack!
/Dev Teamfight Tactics: Dragonlands Learnings
“With a bit over a month left in Dragonlands, it’s time to take a bird’s
dragon’s eye view of what we promised we’d improve upon and do better in our
next set, Monsters Attack!
This is a long one,
and we’re going to get very game-designy, so here’s the TL;DR:
Back: This is where we directly respond to the goals we created last set in
Learnings article.Variance and Novelty: Dragonlands succeeded in new unit design by
reducing reprints, but it fell short with variance that relied upon Augments
and Treasure Dragons. Our future set plans to add more variance through both
traits and twists on existing systems.
- Item Systems Pain Points: The Treasure Dragon solved one of our
biggest Item pain points, but the Treasure Dragon is endemic to
Dragonlands, and our next set needs a new solution. Item Anvils let you
choose from a number of full item or component options, and we hope they
solve the pain of late game item distribution in a healthy way, and
we’ll continue to use the Anvils as a long-term addition to TFT.
- Spatulas and Emblems: After two sets of no-transformative
Emblems, we committed to allowing Emblems to do weird and exciting
things, but we went too far. Synergies like Revel Daeja, Dragonmancer
Nunu, and Assassin Olaf dominated games, but have also led to the
creation of a new framework with balancing Emblems. So with our next
set, Emblems can still be used to create cool combos… just not the game
warping ones you’re used to seeing.
- Augments: With Augments becoming an evergreen feature of TFT,
we’re committed to increasing focus and resources to make sure that
Augments are better balanced and fun at all points in the game.
Looking Forward: This is where we set out a list of goals to improve upon
for the next set, Monsters Attack!
- Compositional Variety: Our biggest learning from Dragonlands is
that we never want to reduce the amount of possible team building
outcomes. Moving forward, systems, traits, or champions mechanics won’t
limit your ability to consider combinations in the team building part of
- Dragons: By taking up two slots, being pricey, and adding 3 to
their origin trait, Dragons hindered composition variety and
flexibility. So, moving forward, we’re taking a LONG break from 2-slot
champions in TFT.
- Champion Power Expectations: Some TFT truths have been ingrained
in the players’ minds since day one. For instance, a more expensive
2-star unit should be more powerful than a less expensive 2-star. With
Dragonmancer and Guild Xayah comps, we broke that rule. In the future,
we need to be extremely careful with anything that challenges the core
assumptions of how TFT works, and not break those expectations with
champ, trait, and Augment designs.
- Early Game Economy & Risk/Reward: After experimenting with
drip reward economic traits in Dragonlands and realizing they warp the
general flow of the early game, we’re going to focus more on designing
economic traits around the cashout philosophy (one big burst of econ
- Bugs & Balance: In Dragonlands and Uncharted Realms, we
launched with more bugs than is acceptable. We let you down here. The
team has already begun taking steps to combat the challenges that
complex set releases create so we can deliver you a higher quality
launch in the future. We hope to update you on those steps soon.
- Augments: While we’ve had a tough time with a few Augments
throughout the set, we’re happy with the variance and excitement that
Augments add to the game, and we’re committed to taking the Augment
system to the next level with our next set.
Legends of Runeterra