Red Post Collection: Patch Notes, Making Space Groove TFT Dev Drop, & More

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





  • 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



  • 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.”

[Read the full patch notes here!]

Making Space Groove

“Or how I learned to stop tilting and feel The Groove.” –

“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

Here’s the
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
12.20 notes
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


TFT Dev Drop

TFT Dev Drop: November 2022 I Dev Video

“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
Hero Augment.

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!

[Read the full article here!]

/Dev Teamfight Tactics: Dragonlands Learnings

“Taking what we learned from Dragonlands into the next set and beyond!”

“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
our previous
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
    the game.
  • 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

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