Teamfight Tactics

Teamfight Tactics Dev Tracker




12 Nov

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Yep, our goal is to have a main set that's always available in normals/ranked with older sets brought back temporarily at times. Not sure on exact format for that yet (a weekend tournament? a 2 week mini ranked season? etc). Also not sure when we'll start doing so. Definitely want to give people the chance to replay older sets though.


08 Nov

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Originally posted by paranormal_penguin

Any hope of seeing Illaoi in a future set, or perhaps an addition to this one? She's my favorite SR champion and she seems like she'd have a lot of potential in TFT!

I expect we'll see her at some point, not sure when yet though

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Originally posted by xLifeTime

Thanks for the ama.

When I have a Jax on a mountain field (+30hp each turn). Then upgrade it to a 2* Jax. Will the Jax keep the +30hp he got the past turn/turns ?

He will yes.

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Originally posted by silentkarma

Are the numbers of players still strong? When tft came out twitch had over 100k viewers, now it’s less than 15k. Could this lead to Riot dropping the game in the future like URF?

We'll be in it for the long term. Playerbase numbers do fluctuate, especially when there hasn't been new content for a bit. As Jag mentions even towards the end of Set 1 they were still in a good spot though and Twitch isn't very reflective of playerbase size. The addition of the mobile client next year is also expected to increase the playerbase significantly.

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Originally posted by RiotWittrock

We tested Bard casting Tempered Fate, but didn't like how he fit into the Trait structure (and his spell needed work).

Second time we tried out Bard with his R as well - he was a champ in the original prototype set we build before set 1 for a while. That set had similar traits to set 1, though meaningfully different content (e.g. Illaoi as a low cost Pirate Brawler).


05 Nov

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Originally posted by AfrostLord

What about the mage cap?

Yeah, my bad here, I forgot we'd swapped Rod of Mages out :(

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Originally posted by Logorythmic

After doing absolutely no research on his comment, my best guess is that this was at a time in development when the mage item would build out of the Needlessly Large Rod before they decided to switch it to the Tear

Yep

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Originally posted by Anthan

It changes them into... Mountain!

Uh, sure, nailed it.

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Definitely good call to send in that ticket. I also use the Blitz App and just confirmed that it's all good on our end.

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Originally posted by TriAsian

I see a RoA on Malphite. New items perhaps

That's a Rod of Mages, not a Rod of Ages. I'll give you one guess what it does to the unit it's put on!

Edit: Apologies folks, I'd forgotten we'd swapped Rod of Mages out as the Mage spatula item :(

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Originally posted by Houle66

Haha I’m a dumbass I meant legends of runeterra not TFT... oops

Ah, I'm not the person to answer then, will have to leave that to the LoR team :)

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Originally posted by Theendersgame

Are there no individual unit adjustments from the pbe to the patch tomorrow? Or did I just miss a section of the notes?

There's been a ton of smaller stat changes on PBE, but I'm not going to start cataloging those until they are changed from something on live servers. Expect patch notes to get back to normal with patch 9.23.

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Originally posted by khorN91

at what time does LoL patches usually go live? I mean when the servers are back online and you're able to play? My friend is thinking if he should pull an all-nighter but I don't know when it hits live in EUNE.

Patches will roll out region by region over the next couple of days. We typically patch in the very early morning hours outside of peak play times. In NA for example, it's typically live the morning after the patch notes (Wednesday).


10 Oct

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Originally posted by Sinyr

They want fast rolling to be a skill expression and they don't want to make it easier so they made this show up after 3 seconds. It's aimed more towards new players or when you're looking at something else and don't notice that there's an upgrade.

This is pretty much exactly the reason :)

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Originally posted by Aturter

From left images to the right one:

  • If you have 2 copies of a champ and the 3rd is in your shop it now shows the corresponding stars in the shop, if you'd buy that unit
  • 5 cost units now have more glow and an animation in your shop
  • PVP rounds after carousel now remain the carousel border, with the enemies icon in it.
  • Round states are now displayed under HP; Checkmark for win, cross for loss and 3 dots for still going.

Also just to be clear, if you tied a round both players will display with the red cross.

Combat states go away from scoreboard once the player transitions back to board after combat. The brief pause in between allows the last-to-finish players just a bit of time to evaluate the scoreboard still.

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Hey all! We know that these UX and quality of life improvements not being in the patch notes has been a pain point. Going forward the UX / UI crew is making a much more concerted effort to actively get changes into patch notes so you don't have to discover them. Please poke me in the future if you feel like after some time we're still not doing a good job of raising visibility!


27 Sep

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Originally posted by [deleted]

I'd like to spend a week working at Riot. Not to get these little issues taken care of, but just to understand why obvious QoL and some much needed bug fixes take months (or years) to be addressed.

Oftentimes this is a matter of how pipelines and priorities for things work. What gets released to players and what is player-facing is ultimately only a certain percentage of the work we're focusing on. Some things also have a higher priority to get released earlier on, or some projects tend to be way meatier and we have to dedicate ample resources to getting those things done.

There are TONS of us who want to be able to work on the QoL stuff or fix all of the bugs. And sometimes we do get time to do these things, or people choose to spend their own time fixing up stuff that we can. The thing that is for sure is that each one of us definitely dedicates all of our work time to our players, whether visible or not! So thanks for sticking with us :)

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Originally posted by Parachuteee

Will we have a match timeline kind of API for each round? Something like the status of each player on each round, like items on the ground, champions on the ground, champions on the table etc... This would open up a lot of possibilities for post-match guidance. With both automated and manual inspection.

Kinda answered this here, but tl;dr is maybe.

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Originally posted by [deleted]

[deleted]

Same caveat as the other response I put here. We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. That being said the goal isn't to obscure this data, in an ideal world I'd like to see Riot be even more transparent about this. From my perspective, this isn't something I think we're trying to hide, a lot of the game designers are on Twitter talking about their thoughts on the current state of the meta. I think in an ideal world there's complete transparency about what's too strong and too weak, it's constantly updated, and there's an ongoing narrative about what the current state of the meta is and what's being done to balance the game. I think the team already does this but I'd personally like to see it done even more so. Like I mentioned before, the devs constantly talk about the balance and in the patch notes there's rational for what's changing (whether or not we as player agree is another...

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Originally posted by ploki122

I mean... doesn't obscuring the data just slow the problem at best? People will still do guides based on gut feeling, and their anecdotal evidence, even if they don't have 26000 games to back it up.

For instance, if starting with Noble 3, level 4, and a 2* unit, by the time you hit the first PvP round, leads to 78% of placing 4th and higher; I feel like at that point the issue isn't that people know going Noble first is better, it's that going Noble first is oppressive.

From my point of view, it'd be like hiding the upgraded items' effects until you complete them, since that way people build more diverse items. It creates a more diverse meta, but only until people figure out the hidden numbers.

We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. However, I think the goal is for products that use the API to promote diversity in games. There's a lot of area where we think community products can go a long way toward improving the player experience and that's where we'd like to see effort focused. There are some examples of this already; composition builders, the overlays with the rules of the game, apps that highlight the matches won, apps that show your ranked journey. These are the kinds of apps that extend the experience and make TFT more enjoyable.

EDIT: I want to clarify a bit after re-reading your question. I think players will always form an opinion of what's good and bad and likely stick to those decisions. There's nothing wrong with that. But if an app is sending a message to player that anything but Nobles is a mistake, that's an issue for us. We'd li...

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