3/4 PBE Update: Continued TFT: Galaxies Testing, Loot Assets & more

Posted on at 1:02 PM by Aznbeat
The PBE has been updated! As we continue the 10.6 PBE cycle, today's patch includes continued TFT: Galaxies testing including more new arenas, new loot assets, 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

Continued TFT: Galaxies Testing

Teamfight Tactics: Galaxies continues testing on the PBE this cycle, and today we have a look at more new Arenas:

Crash Site Arena, Pit Stop Arena, Drifting Park Arena

Default Boom asset added:

One For All Back on PBE for Testing

One for All is back on the PBE for testing! Here's glmarsi with more details:
"One For All is now active on PBE!  
There are a bunch of new faces to see and new combos to try, from Sett's bounce-house to the Yuumi mothership! We're also experimenting with a number of changes to make games quicker and smoother.  
Hop in and let us know what you think"
 Lowbo noted:
"Please hit me or @glmarsi with any OFA feedback you have! We're especially looking for: 
Weird/Unnatural champion interactions
Champs that feel very over or underpowered
Game pacing, especially if games stall out and when
Relative power of early game vs. late game champions"


  • Galaxies 2020 event loot assets added:
    • Galaxies 2020 Orb
    • Galaxies 2020 Event Token
    • Galaxies 2020 Grab Bag
  • Dark Star Mordekaiser is now available in the PBE store! Check out his full set of images:

Balance Changes

NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.

[This changelist is vs. LIVE values!]
  • Base HP lowered from 577.8 to 540
  • Mana increased from 265.84 to 300
  • Mana per level increased from 38 to 45
  • MP5 lowered from 8.042 to 8
  • Base MR lowered from 32.1 to 28
  • Stone Skin (Passive)
    • Armor changed from [4/6/8 per nearby champion] to [5-11 based on level]
    • [Removed] Magic resistance
    • [New] Now grants .5% max health regen per 5s
    • Armor and regen increase by 50% for 5 seconds whenever Wukong or his clone hit an enemy champion or large monster, stacking up to 10 times (up to [30-66] armor and 3% max health per 5 seconds)
  • Crushing Blow (Q)
    • Bonus damage changed from [10/15/20/25/30 (+0-40% AD)] to [30/55/80/105/130 (+50% bAD)]
    • Bonus range changed from 125 to 75/100/125/150/175
    • [New] Whenever Wukong or his clone deal damage with basic attacks or spells, Q's cooldown is reduced by .5s
    • Cooldown increased from 9/8/7/6/5 to 9/8.5/8/7.5/7
    • Mana cost changed from 40 to 30/35/40/45/50
    • Cast time now scales with attack speed
  • Warrior Trickster (W)
    • [New] Now has a 250 range dash that can go over small walls
    • Stealth duration lowered from 1.5s to 1s
    • No longer does AOE magic damage on despawn
    • Cooldown increased from 18/16/14/12/10 to 20/19/18/17/16
    • Mana cost changed from 50/55/60/65/70 to 60 at all ranks
      • The clone now mimics Wukong's attacks and ultimate, but deals 60/65/70/75/80% damage
        • Basic attacks: The clone will attempt to attack enemies Wukong has recently attacked.
        • Q: Empower's clone's next attack.
        • E: The clone gains the Attack Speed buff
        • R: The clone starts spinning and will knockup enemies that haven's been knocked up already
      • The clone mirrors Wukong's animation state on spawn
      • Attacks from the tower instantly kill the clone
  • Nimbus Strike (E)
    • Damage changed from [65-205 (+80% bAD) physical] to [80/120/160/200/240 (+80% AP) Magic]
    • Attack speed buff duration increased from 4 to 5
    • Cooldown changed from 8 to 10/9.5/9/8.5/8
    • Mana cost lowered from 45/50/55/60/65 to 40/45/50/55/60
    • Offset distance from unit dashed to changed from 0 to 75
  • Cyclone (R)
    • R can now be cast a second time within 9 seconds. The second cast can knockup enemies hit by the first
    • Knockup duration lowered from 1s to .75s
    • Spin duration lowered from 4s to 2s
    • Damage per second changed from [20/110/200 (+110% tAD)] to [110% tAD +4/6/8% max HP]
    • Movespeed while spinning changed from [5-40% based on time] to [20%]
    • Lockout time between R casts increased from .5s to 1s
    • Tick rate lowered from .5s to .25s
    • Each tick of damage now applies Conqueror
    • Attack range while spinning lowered from 175 to 50
      • "This will make Wukong get closer to his target"
    • Wukong can now cast other spells to cancel R, stopping the spin.
    • E's attack speed duration is refreshed while spinning
    • Added a buff timer to the spell icon to show how much spin time is left and how much recast time is left

Context & Notes

1) Riot August provided an updated Wukong changelist that should be in today's PBE update:
This is the current Wukong changelist going out to PBE today vs. LIVE. 
Passive gains power from extended trades
Q CD gets reduced by attacking
W has a dash and the clone mimics your attacks and R
R can be cast twice (similar to Ahri R). Both casts knockup!

2) TFT: Galaxies systems update /dev is out including changes for  the carousel,  income, player damage, combat, & more. It also covers several changes to items plus the debut of Zz'Rot Portal and two new items new Chalice of Favor & Shroud of Stillness.
3) Riot Zimberfly noted a change to Twitch Shadowfoot's voice, making it squeakier:
4) Riot Beardilocks noted changes coming for Taric Luminshield's VFX:

5) Riot Sirhaian noted changes coming for Dark Star Mordekaiser:

6) Riot Xhanghai commented on the changes to TFT champion cards using models over splashes, and noted they would be changing them back:
"Hey Everyone, 
I'm Xhanghai and I work on UX design for TFT. We wanted to let you know that your voices (and memes) came through loud and clear. After internal discussion and consideration, we are making the decision to move back to splash art across Teamfight Tactics (TFT). You should see these changes take effect on PBE within the next week. 
That being said, we also wanted to take the opportunity to walk you all through how we were approaching models and our reasoning behind it. 
Splash arts are beautiful. They are the highest quality illustration work we do on League of Legends. Each splash art is carefully crafted to tell new stories, inspire the imagination, and make the universe of League of Legends more complete and unique. 
They are also not created with TFT (and its specific use case) in mind and we recognized a few opportunities to replace them with something that could do a few things better: 
The best version of the game has thematically cohesive sets. In order to achieve this, sometimes we need to make changes to the champion models you see in-game. One example of this in the Galaxies set is Graves. 
We knew that Graves would be a great fit in the Space Pirate trait, but we didn’t have a skin that fit the thematic. We did, however have the vintage Jailbreak Graves model which we were able to make adjustments in order to bring him to life as the final member of the Space Pirate crew. 
Having four Space Pirate champions allowed us to get two levels out of the trait and build a more awesome gameplay where it was possible for players to loot items in addition to gold. 
Clarity and Quick Identification 
Using models allowed us to highlight important gameplay elements directly in the shop cards and better communicate champion-specific game mechanics. In Galaxies, Aurelion Sol’s star-fighters don’t behave in the same ring-like pattern on Summoner’s Rift. They also don’t receive a lot of visual prominence in his splash art, especially when scaled down. 
More freedom with the background also gave us the flexibility to more clearly show the relationship different champions have with each other (origin, class, role, etc.), especially if they didn’t come from the same original skin line.
We also found from labs and surveys that as Teamfight Tactics expands to new audiences, new players with less League experience found it very difficult to identify the in-game models based on their splash art. 
Many of the new players that have been joining us don’t have the years of League experience behind them, and we want to ensure that just like all of you that have been with us from the jump, that we set them up to find the fun as soon as possible. 
Back to Splash Art 
At the end of the day, we're taking this feedback as a huge compliment to all of the work the splash art teams and illustrators have done through the years. Their ability to resonate with all of you is awesome. We're still trying to find ways to solve the issues we talked about so we'll keep working on solutions until we find something that we're happy with. Until then, we're paying attention to all of your feedback (and again, even the memes) so keep bringin' it and we hope you all have a blast with Teamfight Tactics: Galaxies. 
A few of us will be around to answer any other questions you may have."
Check out [THIS PAGEfor a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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