Get you a golem that’s both a marvel of hextechnology AND several cats in a mech suit. 🤖🐈 Chibi Blitzcrank and Chibi Space Groove Blitzcrank are heading to TFT!
Happy 5 Year Anniversary @TFT! 🥳
We celebrated our TFT devs & creators with some 5 Year gifts, including these custom cookies!
It’s been an amazing journey so far, and we can’t wait to see the community continue to blossom! 🎉
For Set 11, Riot asked me to produce a beginner's guide to @TFT for their official YouTube channel!
I often see people asking for content to share with friends who want to get into TFT. So if you know someone new, send them this video!!
Video link in the tweet below
A while back, we launched the loot orb rework that normalized loot orbs, and introduced the prismatic orbs. Generally that rework seems to have been a success, and players seem to enjoy it! Huzzah!
But there was one thing internally that we felt didn't quite hit the mark, and that was making Prismatic Orbs REALLY feel special. Like they were...ok. But getting a bunch of normal items out of it...that's not really special.
So in Patch 14.10, we're making the following changes:
*No longer drop from Krugs (Stage 2)
*Now drops much less often (~20% as often as before)
*Average gold value: 24g >>> 40g
The goal here is that these are something very rare, that you may only see once every 50-100 games...but when you do, it's like HOLY COW THATS CRAZY! So the contents will always be something transformative, and exciting.
It's a small change that won't affect most games, but it should feel pretty exciting now when you see one. I'll reveal the full loot table on the patch rundown. Otherwise, have a good day and take it easy :)
We're re-evaluating our frameworks around the base stats of 4 and 5 costs relative to the rest of the roster next patch.
As time has gone on, and the resources in the game have been optimized, player expectations around 2 and 3 cost reroll power has changed. Way back in the day it was quite rare to see a 3* 3 cost, but over time econ has been optimized so much, that is less true any more.
We've done a fairly (not perfect) decent job of balancing the damage outputs as time has gone on, but due to our core HP scaling system, the defenses has always been lacking in the 4 and 5 cost space comparatively. For example a 3* Thresh has 2916 base HP, while a 2* Ornn has 1800. This is a pretty wide gap that is almost impossible to mitigate through just spell design.
In 14.8 (the patch next Wednesday) you are going to see almost every 4 cost champ gain a VERY large HP buff as we attempt to shrink (not remove) this gap in defensive capabilities. We want to see the natural power of 4 and 5 costs be a bit stronger than it has been, and flat HP is a great way to help in this space. For example, Kayn's base HP is going from 1000 to 1200. This should make finding an early 4 cost a lot more powerful than it has been.
Now for full transparency, this may not be the perfect solve. As we evaluate our power frameworks, there are more severe options on the table, such as 3* scaling adjustments. But for now this will help move the game in the right direction as well as inform any future tactics needed. Hopefully next patch, the purple units are more exciting to hit (and the orange ones as well who are also getting more HP).
That's it FOUR now. Until the patch rundown this weekend, take it easy :)