Welcome Artificers,
This time around, we’ve got a big patch packed with your regularly scheduled balance changes, but also 20 new Artifacts, 5 new Support Items, and a bunch of system changes. With a patch this large, maybe we should call it Inkborn Fables: Re-Fabled, or maybe Inkier-born Fables, or how about Inkborn-Again Fables—alright, I’m obviously overexaggerating here, so let’s just get into the notes.
While our mid-week B-patch is primarily to fix a bug that’s made Ghostly far weaker than intended, we’ve also managed to get in two quick nerfs.
Lissandra is a frustrating champion to play against, with the ability to negate a melee unit while printing power. Even while she’s not our best 5-cost (by win rate data) she is our most impactful (most-played in end-game boards), and positioning her well can completely deny melee carry, or solo frontline playstyles.
Our nerf here is a stop-gap solution that will significantly slow her second cast, which should reduce frustration with playing against her. We plan on making bigger changes to her kit with 14.10 to address the anti-melee component of her kit while also keeping her a satisfying 5-cost.
While most of our Artifacts were released at a relatively balanced level, one clearly ascended through the ranks.
With 14.9, Vanguard, Riot’s proprietary Anti-Cheat system will be deployed and active on the PC client. This means that active enforcement of Vanguard will be in effect and working hard to make sure your queues are free from scripters, botters, and cheaters! While that statement is more applicable to League of Legends, we expect TFT to also benefit long-term as Vanguard acts as a blocker for potential cheaters further down the road. We recently released a blog detailing the “why” behind bringing Vanguard to League that you can check out here. It’s a bit of a long read but it does have some pictures.
If you’re wondering what all you need to do to keep playing League of Legends (and TFT on PC), all you need to do is install Vanguard. If you do not have Vanguard installed when you launch the Riot Client or League it will prompt you to install Vanguard and then restart your system to ensure Vanguard is active. You will be unable to queue or play until Vanguard is installed and active.
If you run into any issues, please check out our support articles for any troubleshooting needs involving Vanguard.
With 14.9 we will be ending DirectX 9 support for League of Legends and Teamfight Tactics. To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn't widely used by players anymore. If you're currently opted into using DirectX 9, the game will automatically disable this option when we remove the support. If you were running in DirectX 9 due to hardware incompatibility issues, we recommend upgrading your devices as soon as possible, so you may continue to play.
For more information on keeping your DirectX version up to date and troubleshooting any issues related to it, check out our support article. (The link should take you directly to the DirectX section; if not, you can find it there.)
Systems change, but we’ll always be here for you.
With our player damage changes in 14.8 our goal was to simplify damage calculations, but in doing so we reduced player damage by a bit more than intended, making games slightly longer than we’d like. We’re correcting this by making losses in stages 4-6 hurt more. There’s a chance that we need to add 2 or 3 more damage later, but for now, we want to go light and focus on end game boards (see next few sections) over early game punishment.
Three starring 4-costs is too frequent and is currently choking out other ways to get 1st place. By raising the cost to get to level 9, where players are most frequently three starring their 4-costs, we’re removing some of the gold that can be spent hitting them, but we’re also looking to correct for this in some shop odds changes and Encounters adjustments (keep reading for those). Lastly, making level 10 4 gold less should make it more of an option rather than defaulting to rolling at level 9.
Less gold, and lowered odds should help combat the dominance of three-star 4-costs as the most prevalent win condition in lobbies.
You know what else makes getting those crazy end-game screenshots of expensive and starred-up boards easy? Inflationary encounters. We’re removing or increasing the rarity of some of our more game-warping Encounters, while making a few rare Encounters ever-so-slightly more common.
If you haven’t heard, we’re adding 20 new Artifacts to the pool, which allows us to give you more choices with Artifact Item Anvils across all stages of the game. With four options, you should be able to find an Artifact that fits your comp, even though it may not be your favorite (Suspicious Trench Coat fans?).
Large, like our list of new and exciting Artifacts and Support Items.
Accessible with only one craftable Emblem, Dryad 6 provides far too much value for how easy it is to hit. We’re reducing the AP and HP stacking considerably, which tends to turn an itemless Azir into a nuclear-level threat, that’s also a tanky emperor.
Sett’s Fated Omnivamp bonus has been bugged to benefit from damage dealt by items, and apply to damage before resistance-based mitigation. This was making the Omnivamp value far too strong, so in fixing these bugs we buffed the base value of the Omnivamp to compensate. Despite this buff, this fix will still likely result in a small nerf to Sett’s bonus.
Heavenly as a vertical Origin has primarily been used as a supportive trait for strong carries in other traits (Yone, Kayn, Lee Sin, etc.). We want the trait to be able to stand as its own vertical with its own unique primary carries: Kha’Zix, Soraka, and Wukong deserve their spot to shine in the Heavens. To do this, we’re lowering the bonus stats across most breakpoints of the traits, removing the bonus star-level scaling, but adding a greedier 70% bonus for these stats for Heavenly units!
Umbral has struggled to take its moonlit stage since its brief dominance during PBE. In this patch, we’re forecasting a full moon, with a buff to Umbral’s execute threshold and 3-cost carry, Alune! There’s a chance that this still isn’t enough, and we have to do something more drastic in the future, but for now try the vertical out and let us know what you think!
It’s no secret that Darius is one of the best early game openers. With his high AP ratio and Duelist trait, you can slam almost anything on him early game to great success. We’re not looking to decimate him, so we’re just lowering the damage of his 1 and 2 star forms, cause not many people have uncovered the power of reroll Darius at this point.
Kog’Maw’s been struggling to get through beefy targets ever since we made it take longer for him to stack up increased range. A little more acidic power (AP) will help his vomit rockets melt through those pesky HP bars.
Blue buff, Titan’s Resolve, Bloodthirster Riven carry used to wreak havoc in playtests during the development of Inkborn Fables. I wonder if it’ll make a comeback in this patch.
We’re lifting the power floor of our 3-cost carries who’ve either struggled with recent nerfs or have never had their chance to carry in the first place (Zoe, Alune).
PSA: While being an AP carry, Alune is good with a bit of Attack Speed (Morellonomicon is a must, while Statikk Shiv and Red Buff are surprisingly solid) and will want Spear of Shojin this patch.
Even when Duelist comps were viable, Tristana never had the opportunity to be the core carry. With the Duelist vertical struggling lately and 3-costs harder to 3-star, we’re able to increase Tristana’s base damage and ratios in the hopes that she can get the same itemization attention as her violently energetic Bear pal.
Speaking of Volibear, our nerf to Titan’s Resolve and his Mana pool pulled him from the meta. A bump to his AP ratio should have him feeling and healing better without fully relapsing into the unkillable bear he was in 14.7.
Remember when we buffed every 4-cost last patch? Crazy right? Well, we finally got to a meta where most 4-costs are viable and worth fielding. While we’re buffing the final two that have yet to find their place, we’re also nerfing one who’s reaped too many benefits from his buff.
Morgana is getting significantly smarter this patch. After journeying the road less traveled for the first few patches of Inkborn Fables, she’ll now be able to call upon her Sage wisdom to hit more units when possible, instead of casting the center of her ability near the corner of the board.
If you’ve recently found yourself racing to Level 8/9 to be the first to hit Lissandra, you’ve likely found yourself at the top of most end-game screens. Especially with our Health buff in 14.8, an early Lissandra provided too much momentum, snowballing (or teapotting?) leads. We’re taking back half of the HP we gave her in 14.8, but also lowering her ability to print endgame screens with fully-itemized boards.
As the “field all the 4-costs” Augment, Built Different became significantly stronger when we buffed every 4-cost last patch. We’re trimming some stats to compensate for that swing here.
At the last minute, during the shipping of patch 14.8, we had to disable Mind Over Matter due to a critical bug. We were unable to fix the bug by 14.9, but we hope to return this Augment in the next patch.
In the data, Call to Chaos is a very balanced Augment, but much of that is due to very strong outputs and very weak outputs balancing each other out. We’re flattening the power in the random rewards you receive from the Augment to keep the options more balanced, while also keeping the Augment balanced amongst other Augments.
My sweet child, what have you become? We’re disabling Infernal Contract, as it’s become a low-performing Augment whose identity is either salvage a bad game into a top four or enhance a dominant 3-cost comp (e.g. Country in Remix Rumble). We’re not sold on the idea of adding even more gold to make it some ridiculous number (it already takes a long time for most players to spend this much gold) and aren't comfortable shifting the cap to level 8 right now. Still, I’m told there may be hope for Infernal Contract in the future.
After more PBE testing with new Artifacts, we’ve opted to disable Trash to Treasure. Our new Artifact roster can create more niche and powerful combos that are easily forcible by repeatedly Reforging. And while Trash to Treasure’s power ceiling in high-skill lobbies is unbound, the power floor for newer players who accidentally use their Reforger incorrectly and lose it creates an incredibly feels bad moment (and an 8th place).
We’ve got 20 new Artifacts that are still being experimented with on PBE as I write this. So instead of going line by line on what and why each one does what it does, I’m going to list a few of my favorite (and weird) combinations in hopes that it inspires your inner Artifact chef-foolery.
Corrupt Vampire Scepter Gnar: Who needs an ability when you hit this hard?
Fishbones Volibear: Lean into the chaos of this newly buffed Bear. Add Porcelain Emblem and Bloodthirster for even more insanity!
Spectral Cutlass Zz’Rot Cosplay Galio: Place Galio in your backrow, have him teleport into the enemy backline, cast his ability taunting the backliners, before warping back to your side of the board, decimating the enemy backliners' positioning as they move to attack him. Note: This is likely not optimal, but very funny when you pull it off.
Ethereal and Cursed Blades Shen: Shen's Hero Augment and the ability to de-star the enemy board, make for a traumatizing and hilarious experience. This is best played with additional Attack Speed items. PS: Did you know that Cursed Blade can make enemies hit 0 stars? When that happens, they do half the damage of their one-star ability.
Qiyana’s Sivir Cosplay: Give Qiyana your Rapid Firecannon and have her casting across the entire board, creating Sivir envy for everyone in the lobby.
Blighting Jewel Morgana: With this, you can melt an entire board’s Magic Resistance, eventually supercharging your Morgana to cast more and more!
Ascended Annie: Got a Bruiser Emblem and a Talisman of Ascension? You’ve got everything you need to make the scariest stall tank in the form of a 9-year-old girl.
Our new Artifacts unlock unique win conditions, opening up so many novel ways to play—the most powerful are likely still to be discovered! Let us know what combos you cook up this patch, because we may just have to nerf talk about them in the next patch!
Five new Support Items and a now viable Virtue of the Martyr are here to spice up your Fine Vintage and Support Dummy builds. A personal favorite high-roll is Unstable Treasure Chest plus the Suspicious Trenchcoat Artifact, which combined grants 12 items to your team. Since when did being unstable AND suspicious become so appealing?
With our Virtue of the Martyr buff, you’ll now always get two empowered board heals before the item times out. This makes the item far more consistent since, depending on the timing of the pulses before, you sometimes would not get two fully empowered heals. Even beyond this, we’re buffing just how potent those heals are because the item needed quite a lot of help to stay competitive with the other Support choices.
As with our Artifacts, I’m sure there are more powerful combinations to be uncovered. Maybe Forbidden Idol and Moonstone, or Eternal Flame Behemoth vertical? Let us know what you come up with!
Small, like chances of getting Unstable Treasure Chest (Support Item) and Suspicious Trench Coat (Artifact) to create the Suspiciously Unstable Treasure Coat!
The flip side of having a meta where three-star 4-costs are too frequent, is that we get a ton of data to judge their power. With these powerhouse-starred-up monstrosities harder to hit, we can make sure the lowest-performing ones hit hard.
We’re strengthening our weaker Crests, Crowns, and trait-linked Augments by 1 to 2 gold by adding additional low-cost units that make it easier to activate their traits.
Double Up's current pacing is skewed towards power leveling and three-star 4 & 5-cost units as win conditions. With a higher average power economy than standard, we’re fine with seeing more of these. But hitting them shouldn't be so reliable that the dominant strategies are all about safely econing your way up to hit those without being too concerned about losses along the way. More player damage allows duos to increase the tempo of the lobby by power-spiking early and punishing late-game greed. All that being said, if you run into me and Mortdog on the DU ladder, imma still be forcing Fortune and asking Mortdog to carry the early game…and maybe the late game also…