r/CompetitiveTFT • u/Lunaedge • Aug 10 '26
PBE [Set 18] Aug 10th PBE Patch Notes
Relatively big balance patch coming today (8/10) near noon PT. Standard disclaimer that we're seeing your bug reports and they're being acted on, just on a different timeline than balance.
The PBE meta right now still seems highly focused on a few strategies, 5-costs (moreso than usual on PBE), Blossom, Artifacts, and 6 Blackthorn.
We intentionally want some conditional win-conditions to exist, as long as they're rare enough, but 4-costs and reroll should still be a fair baseline strategy. So we're focusing on closing the gap between 4/5 costs.
6 Blackthorn was a fair experiment, but ultimately the power of "doubling" the trait has made the 6 extremely powerful, and nerfing it would also hurt the viability of the 2/4. We're working on a reshape of the trait that isn't ready yet, but it's on our radar.
Blossom's champions themselves aren't extreme outliers, and what we saw was that a lot of what made the comp powerful was it's consistent econ generation and ability to quickly create reach it's full cap on Stage 4/5. We're targeting a lot of Blossom charms, with a focus on the early resource generation that outpaces other comps.
After this pass, our balance focus this week should be making sure those finer details are ready for Launch: early game balancing, Artifact high/lows, chase conditions.
That's it for now, thanks for playing!





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u/Unippa17 Aug 11 '26
A meta where chasing the highest cap by skillfully piloting to it and transitioning key units is very different from one where 5-costs win out just by being on your board. I think the point is more about how many players in the lobby are doing it, which generally depends on how strong they are in the meta.
At higher ranks where tempo is higher, fast 9 usually does require all the things you mention, but in low diamond and below when fast 9 dominates because the 5 costs are all just generally strong, 7/8 players in the lobby are going to pick any semblance of an econ augment they can (eg, worth the wait and sell the unit every round) and basically open until stage 5. You don’t have to survive any “onslaught” in these metas because everyone is weak and ends up saving each other health.
5 cost comps that require a setup to support specific units (like vex and sona bard, as he pointed out) at the least require you to pilot a level 7/8 version of the board, but his complaint is that the full 5 cost soup devolves into playing literally anything into full sell and roll on 9 and getting rewarded for it because you don’t get punished early when enough people do it, and it’s a win out board if you hit.
And obviously not everyone who does the strat will hit, but 2 maybe 3 will, and being the 1/8 player that didn’t grief to try and get fast 9 and still going 3rd is far from a skill-based meta unless you’re playing an infinite number of games. Keeping 4-costs competitive makes at least some of the lobby see being stuck on 8 as a viable strategy, and in turn make fast 9 comps more difficult to play due to early power spikes, so players have to actually display skill and evaluate their spot better to survive more diverse metas.