Teamfight Tactics

Teamfight Tactics Dev Tracker




23 Jul

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Hey there!

We are seeing issues right now with logging in and are already looking into the issue! Please be patient with us as we try to resolve it, thank you for being patient :)

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Thank you for your help finding these issues. There are clearly some situations where it is not granting credit. We'll be taking a close look at those interactions before the next time this mission gets used.

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:)


22 Jul

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Wow looks so cool!


21 Jul


17 Jul


15 Jul

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Originally posted by SantaMonicaWalks

Thanks? But this shed as much light as the person who said "there are at least 8 players." If you can't share specifics that's fine. Please don't share non-answers.

Has TFT grown from patch to patch? Have you seen meta changes help or hurt the playerbase? Is there even a correlation between balance and players? Is the game meeting Rito's expectations? What are these ambitious goals you speak of? And last if my trapclaw blocks covid can I be affected again or am I immune indefinitely?

"even when we mess up a patch or release a pretty bad bug, you all stick with us, and we appreciate that a lot" and "we continue to see TFT grow with major releases"

was me trying to say, no we don't usually see decline with a bad patch, and we mostly see all our growth with Major Set release or mid sets (as the most recent example).

but we still take the feedback of a bad patch very seriously. Honestly TFT is hard to balance, and we are new at it since it's really only been a year.

Set 3 has beat our expectations :) I can't share specific numbers like you called out, but we are very happy with where TFT is and want to continue to grow the product!

Trap claw is sadly one time use and completely negates the effect, so therefore doesn't trigger the antibody defense mechanic. I really wish they would patch that though, it's a little too OP.

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Hey great question! I'm happy to shed some light on how TFT is doing, and even talk about where we want to go!

With Galaxies and the mid set, we continue to see TFT grow with major releases and honestly we've been blown away by how many of you there are. It's clear you get really excited and come back to the game with each update and even when we mess up a patch or release a pretty bad bug, you all stick with us, and we appreciate that a lot <3

After TFT released, we knew we found something special, but there was and is still so much for us to do and learn in order to make it the best game it can be. We'll probably always be working to improve some aspect of the game. Frankly, we have extremely ambitious goals around how big TFT can be.


30 Jun

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Originally posted by Sdgedfegw

do you guys have any plans for a tft sandbox or practice mode later this year like the one from lol?

Many folks have said it, but we want figuring out what comps are good or bad vs the meta to be a part of the live game experience.

Metas within a patch tend to evolve over time! And we believe having tools that allow players to run comps against each other over and over could remove that process or at the least shorten it.

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Originally posted by hastalavistabob

Might be a Dev Test Tool that accidentally shipped to PBE

Correct, dev testing tool! Intentionally added to PBE though and not a step towards practice tool.

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I'll confirm this is not for practice tool, It's actually for internal testing and not going to live serves (PBE only).


26 Jun

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Originally posted by KanYeh

Sorry if this is clearly explained somewhere but what do they mean both STAGES of the set? Like set 3 and set 3.5?

Yup! If you are gold in either you will receive the reward now, instead of needing gold in both, but we now have a special variant for those who receive gold in both.


24 Jun

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All these mobile masters players make me so happy :D


23 Jun

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Originally posted by Sydney_Gamer

I'm fascinated to know how the game must be coded for this type of bug to even be possible. I can only assume that little packets of attacks are sent at the player using LoL code, like auto attacks, but sometimes that breaks and so the game also runs a counter to say how much damage the person should take.

But then you can't just apply that straight away because it would be unfair to the player since they could be really far away so you delay that check to the end of the round.

If that is the case then what you'd be looking to do is find out why the damage doesnt land, rather than make better algorithm for knowing when to apply the damage.

I personally can't explain the code, but it is so much more complicated than what you'd expect. Game development is quite hard!


22 Jun

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Hey all!

This is a super sh*tty issue, sorry.

I recently posted some context on Twitter around this issue if you want to know more: https://twitter.com/RiotHjarta/status/1273688612807176192 but the TL;DR is that we have code that makes sure that all the damage you were supposed to get, gets applied in the end in case something went wrong. You're not receiving extra damage, but you're receiving it late.

If you have any idea how to get this to happen, please let me know.

Additional videos help as well!


20 Jun


18 Jun

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Originally posted by Leeeeham

Can confirm it’s been fixed now. (Y)

Awesome!
We also just pushed out an update. If you go update it in the App Store (if it's available to you), you'll be able to resume crossplay with PC. Thanks again for being patient with us.