We’re re-evaluating our frameworks around the base stats of 4 and 5 costs relative to the rest of the roster next patch.

As time has gone on, and the resources in the game have been optimized, player expectations around 2 and 3 cost reroll power has changed. Way back in the day it was quite rare to see a 3* 3 cost, but over time econ has been optimized so much, that is less true any more.

We’ve done a fairly (not perfect) decent job of balancing the damage outputs as time has gone on, but due to our core HP scaling system, the defenses has always been lacking in the 4 and 5 cost space comparatively. For example a 3* Thresh has 2916 base HP, while a 2* Ornn has 1800. This is a pretty wide gap that is almost impossible to mitigate through just spell design.

In 14.8 (the patch next Wednesday) you are going to see almost every 4 cost champ gain a VERY large HP buff as we attempt to shrink (not remove) this gap in defensive capabilities. We want to see the natural power of 4 and 5 costs be a bit stronger than it has been, and flat HP is a great way to help in this space. For example, Kayn’s base HP is going from 1000 to 1200. This should make finding an early 4 cost a lot more powerful than it has been.

Now for full transparency, this may not be the perfect solve. As we evaluate our power frameworks, there are more severe options on the table, such as 3* scaling adjustments. But for now this will help move the game in the right direction as well as inform any future tactics needed. Hopefully next patch, the purple units are more exciting to hit (and the orange ones as well who are also getting more HP).

That’s it FOUR now. Until the patch rundown this weekend, take it easy 🙂

One response to “Set 11 Upcoming 4 Cost Changes”

  1. Hey Mort! I remember you saying long ago that the design philosophy should be: a 3* 1-cost is less powerful than a 2* 4-cost, a 3* 2-cost is equal in power to a 2* 4-cost and a 3* 3-cost is more powerful than a 2* 4-cost. Will this hold true in this given scenario? Or is the team trying to steer away from that? I just think that the game feels “already as intended” by this philosophy, but then again you guys are the team with the data and I’m just me with my opinion. The bag sizes and the cheaper leveling costs already make rerolling a thing where, unless the unit is very good or the entire lobby is also rerolling, you’re putting yourself at a disadvantage for too many rounds!

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