TLDR – We’re lowering item drop variance in 14.3 as we head into the final leg of the competitive season, and then will be launching a larger scale update to in game loot distribution in 14.5

TFT is the kind of game that is most fun and successful when every time you play, the game feels a bit different, and you get a unique experience. Much like the roguelike genre, that game to game variance keeps each time you play unique and full of wonder. What type of game will it be this time?

Over the years, we’ve found more and more successful systems that have successfully added this variance. Augments and Portals right now especially change up each game in unique ways, and the combinatorics mean there are so many potential unique experiences. The shop alone accomplishes this in a big way as well.

But as we add these systems and outcomes, it’s important to realize that not EVERY system needs to be something that increases potential outcomes. If the scope of possibilities gets too wild, then the game will reach a point where it’s almost unlearnable except by the most hard core. As an example, imagine if every game the amount of XP to reach each level was randomized. That would likely be too much.

This leads us to items and loot orbs. Back, long before we even had augments, we relied on the orb drop system to be one of those sources of variance. Some games you might get a spatula, some games you’ll get more gold than items, etc. And it worked for a time. But as players have gotten better at the game, their understanding of fair has changed as well. Being down two components but up 12 gold on 2-1 is no longer variance, but just unfairness as we understand truly which outcome can be optimized better.

We still want there to be SOME variance in the systems output, but likely a whole lot less since we’ve been able to add that needed variance in other places. So we’ve been working on a fairly large change to the system that will include some surprises, and lead to more fair but still variant game experiences.

The challenge is, that system will be ready for patch 14.4 at the earliest. That’s the Remix Rumble Championship patch. Probably not a good idea to launch a system overhaul that patch. So instead we will be aiming for the patch right after, 14.5. Makes sense. But in the mean time, this would mean no changes before the main competitive season, and right now this system is bearing the brunt of the perceived unfairness at the highest level.

So as a temporary measure, in 14.3 we will take the current system and lower it’s max item variance from 2 to 0. The short version of what this means is that all players will always have the same number of item components, and essentially gold starts are gone. It will leave the overall system a bit more bland than we’d like (though not completely, gold orb drops still exist), but for 2 patches late into the set and to help competitive integrity, the trade off is worth it.

I look forward to sharing the details of the changes in the future, but for now, this should make for another exciting competitive circuit where the best players can really shine. Until then, take it easy 🙂

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