The PBE has been updated! As we continue the 10.8 PBE cycle, today's patch includes skin tweaks, TFT player damage & streaks adjustments, and more!Continue reading for more information!

( Warning : PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)





Table of Contents

Skin Tweaks

Riot KateyKhaos

10.8 Player Damage and Streak Adjustments coming to PBE!

Riot Statikk

"Hi friends,

Wanted to get ahead of the ball here since y'all will be seeing the changes on PBE tomorrow. After monitoring and playing 10.6, we definitely agreed that there were some tunings that were off with these 2 systems changes that we introduced with Galaxies. So let me list out the problems and approach we're taking to hopefully resolve it.

Problems

1) Late / end-game compositions are too consistently attainable without enough risk

Although several of the 5 cost units were indeed too strong in 10.6, both the amount of gold we injected into the game economy combined with the player damage adjustments were strong contributors to the "Rebel" meta we saw in 10.6. Specifically, greedily loss-streaking is paying out too well while not being nearly as risky as it ought to be.

2) The game flow of TFT has become a bit too predictable

Because the player damage contribution had been shifted largely into the Base Damage per Stage, it has made it very predictable when the first player will be eliminated and when the final Top 2 fight will generally end. This isn't all bad - we think the general flow and overall game time are in a good spot, but it's definitely not perfect. We want more room for games to sometimes end faster than usual due to a strong hyperroll player taking over the game, and also on the other end of the spectrum 2 late-game titans duking it out for a good amount of rounds before one comes out the victor.

Changes

1) We are moving more of the Player Damage back into the Surviving Units of a combat.

Player Damage

Base Damage per Stage: 0/3/4/5/10/15/20 >>> 0/1/1/2/5/10/15

Damage from Surviving Units: 1/2/3/4/5/6/7/8/9/10... >>> 2/4/6/8/10/11/12/13/14/15...

This should ideally make it more punishing for players who are purposely loss-streaking / open-forting as they risk being eliminated before 4-7. Loss-streaking should still be a strategy and especially a fallback for players who get unlucky early shop rolls or are struggling to settle on a composition, but players in this scenario should be actively trying to lose by small margins rather than happily full-on open-forting.

2) Streaks gold values are being reduced

Streaks

Old

2 wins = +1g



3 wins = +2g



4+ wins = +3g

New

2-3 wins = +1g



4 wins = +2g



5+ wins = +3g

Though we do like that players are now strategizing around streaks much more closely (especially relative to Interest), it has injected a lot into the economy and also leaves players who are ping-ponging between wins and losses a bit too far behind the curve. We're being cautious here because we still want everyone to care about streaks, because they should matter. If there continues to be too much gold in the system, we will likely look to drain either more from here or even other sources of income.

All of the above numbers are obviously subject to change, especially as we head into the PBE testing phase. Let me know your thoughts on this, and hopefully will see some of you on PBE to play some games on 10.8!"

Miscellaneous

As noted byandhave a few tweaks now testing on the PBE:(model color changes)(flowers on Q, E and R)Here'swith TFT changes heading to the PBE for testing soon: