I can shed some light on PART of this stuff as a writer person -- in the case of TFT specifically we were moving at such a fast clip that a lot of verbiage just wasn't hammered down until the very end of the line (in some cases after).
We're also learning how to do things for TFT on the fly, so some of it just might not be ideal in the short-term. I'm not sure what happened here (I'll poke around but it's probably just a case of us not fully figuring out the best way to communicate stage/round via mission text), but I'd expect this stuff to get smoothed out as we keep polishing TFT and the stuff around it. Consistency matters A LOT to us, but it's super difficult to track every word across every angle; a champion, for example, has V/O, ability text, narrative backstory, universe copy, spotlight script, gameplay trailer, sometimes a teaser asset, etc, etc, etc, and this stuff is touched by different writers plus designers and others along the way.
A lot of times th...
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