: I am at a point where I do not care about the absurd damage, the absurd mobility, lack of defense...
I made a post 8 days ago about some of the biggest problems in the game, in which I talked about the jungle problems, as a main Jungler myself. I'm just gonna copy paste what I wrote there, because I think you will learn few things about junglers, and the jungle in general, and why junglers are not as powerful as you think: > **4. Jungle** > Oh boy, where do I even start with this one? I main jungle, and let me say this to all of you who don't main jungle and think that Jungle is fine: Jungle SUCKS right now! It's so bad and so fucked up that it is actually the worst role to main, atm, and has the least impact of all the other roles, **on average**! Right now, you have a way better chance to carry from the ADC or MID role than from the Jungle role. Not that I'm saying you can't carry as a jungler, but I'm saying that you need to put in 10 fold the energy and effort of other roles in order to carry games. Here is why: > * **Significant lack of agency**: In this coinflippy meta, where each game you're hoping you have the better bot lane and/or mid laner, you're completely at the mercy of RNGesus! You're so dependant on your teammates to carry you in the later stages of the game that, even if you camp your lanes and get your teammates ahead, if they don't play well, all your efforts are wasted and you lose automatically. This is more of a problem in higher elo games and in low elo games with relatively the same skill level. If you're smurfing in low elo, it's not that big of a deal, though. > Most junglers fall off late game, so it's extremely difficult to carry games that go beyond 30 min. As a jungler, in soloQ, you're forced to play " carry " junglers and you absolutely need to snowball really hard, early on, to be able to 1v9 the games. But one mistake on your part and you're done... especially if your teammates are bad and can't support you and help you carry them. You're too reliant on your teammates doing well in lane, especially in the first 10 min. > * **Jungle experience and EXP distribution**: We all know, jungle exp sucks ass. That's why we take some farm, gold and exp from lanes after ganks, not because we're assholes, but because we're poor af and need it. We don't even see it as a reward for our ganks, like in the old days, but as a necessity for our survival. > Not only that, the exp distribution is so unbalanced, in the jungle, that it favores a certain playstyle that you're pretty much forced into, if you wanna maximize your exp gain. Now, what do I mean by this? Well, if you don't know, right now, the red side camps (_Raptors, Red buff and Krugs_) give way more exp than the blue side camps (_Gromp, Blue buff and Wolves_). That means, if you wanna maximize your exp gain and not fall behind in terms of levels, you need to always prioritize clearing you red side jungle as soon as possible. In fact, I've seen so many pro junglers totally play the first 15 min of the game ignoring the blue side jungle, except maybe taking blue buffs, and win the early game for their teams, because they maximized their exp gain and their pathing by taking the whole red side jungle and soaking up exp from the lane they ganked. > Needless to say, this is the most efficient basic way to jungle, atm, and it's very restrictive and uncreative. Pathing is basically the same each game, with the same champions, with minor adjustments, here and there, depending on whether there was an invade or not, or maybe you wanna gank the other side of the map 1st so you start at the opposite side, but nothing too creative or anything. It's boring, it's repetitive and it sucks! > Red side jungle is always more important to a jungler, since it gives more exp. So, if you're a laner and you see that both jungle sides camps are up and you see your jungler coming from base, you should always know that he's heading towards his red side 1st, to clear it. So, if you're on the blue side of the map and you need a gank, don't fuck up or do anything stupid before your jungler clears his camps on red side and comes towards your side of the map. > * **Scuttle crab**: I hate this thing! Riot fucked up so hard with the jungle exp that they gave us the little piece of shit in the river to fight for and to give us poor vision but a decent exp and gold. I've talked earlier about agency problems, well this mofo actually created another agency problem for other lanes as well. > " **_If your jungler is heading to take a scuttle crab, you better push your lane and have priority and come help him secure it_** ". I bet all of you heard this line before, somewhere. Well, even though Riot pushed the timer of the 1st crab to 3:15, it's still a problem and laners are getting sick of stopping everything they're doing to go help secure this little shit. > Also, the RNG of the crab spawning makes pathing really bad for junglers, since if you go for a play on one side of the map but the crab is spawning on the other side, you better make that gank work, my friend, and get some gold and exp out of it, because the other jungler is gonna take that crab for free. And let's not forget all the unnecessary fights that happen simply because your jungler wanted to secure a crab in the river. So many games gets thrown over a piece of crap crab that isn't even worth the effort! > Riot could have easily made us establish vision in the river without adding in the crab but they forced us to fight over it because they want more highlights in pro play... urgh! We're fighting over river vision (wards), dragons and barons anyway, we don't need this forced fight trigger in the game!
: You missed, or it just wasn't there as of 7 hours ago, the point with the ult where the bonus damage gained from low health% is down from (0-200%) to (0-100%).
Oh, yeah... That will keep her in check, surely... Give me a fucking break! -__-'
Rioter Comments
Rioter Comments
: Shrinking the Pool?
No. What they mean is that now, there is only 18 copies of each tier 3 unit in the game, instead of 21. **Example**: Before this patch, there were 21 copies of {{champion:85}} total. Now, it will be 18 copies of {{champion:85}}. Same thing with all other tier 3 units in the game. There will be only 18 copies of each of them. 18 copies of {{champion:266}}, 18 copies of {{champion:28}}, 18 copies of {{champion:78}}, etc.
Rioter Comments
Rioter Comments
Rioter Comments
: to random, not enough skill involved
> ...It doesnt feel fun at all... Did you ever considered not playing it?! Don't force yourself to play it if you don't like it. Not all games are meant for EVERYone, afterall. > as the post says. the game has to much of a random element to it. [...]. its just basicly afk and hope you get enough stuff and hope you randomly get good items. its just to random. the wins feel empty and the losses are frustrating because you have guys with like 3 gold characters way early on because they got lucky and you might only have 1 silver. its just pure chance, with little to no skill involved at all. all of the elements of skill are entirely wiped out by randomness. and there is no item store to buy items to give all your guys items. needs work bad. The game is based on a RNG system, sure. Is there luck involved? Yes, of course. Is the game 100% luck based, though? Nope. It's more skill based than luck based. Me too, when I first started playing TFT, I was complaining a lot about item RNG and whatnot. But, as I played more ranked games and faced more skilled players, I realized that it is 100% possible to win (_place top 4_) with item disadvantage. Heck, I even won so many games by placing 1st with fewer items than others. And now I'm in **Diamond 1** and still learning new things and new ways to adapt to certain situations. I just recently learned how to consistently hit econ in each game, no matter how good or bad my opener was or my mid-game is. I also learned how and when to transition into other comps in early mid-game. I improved a lot of my decision making, etc. I learned that items might have an impact on how the early, and mid game, play out, but in the late game, it's your actual comp, synergies, and high cost units that will win you the game, even with shitty items or few of the good ones. Yes, If you get lucky and get more items, that combine into very useful completed items, during the game, you'll have an advantage for a while. But, come late game, your items won't mean shit if you didn't make the right decisions when building your comp. What comp you went for? Who got what item? How did you position the units? did you space out units for hextech? did you get all your 2* or not? Did you econ or not? When did you level up? Did you spam reroll for those upgrades you need or did you risk it and econ more? etc. There is a lot of strategy and decision making involved in this game and that's what makes it fun for some people, including me. And the big difference between new players, low elo players and high elo players, is that their decision making is on a different level from each others. There is a reason why some people get stuck in certain elo and people who can actually climb to challenger, on different accounts, consistently, with 20%+ WR (_mine is an abysmal 12%, atm. Btw, the win rate in TFT is calculated based on how many times you place 1st_). So yeah, you need to hone your decision making in order to progress in TFT. Same thing in regular League, tbh. Decision making is what makes or breaks games. In regular league, mechanical skills can save you from a loss, not in TFT though. There is no mechanical skills in here, it's all about decisions after decisions after decisions... **It's a mind puzzle game that you're playing against 8 people: 7 strangers and yourself**!
: Highlight Shop Units Currently in Use
I have a better idea: **_Use your eyes and pay attention to the game!_** You know... the usual way to play a video game? {{sticker:slayer-jinx-unamused}}
: >So you're the type of player who plays MMORPGs just to have fun, instead of grinding for that endgame epic and legendary loot, hein?! Pretty much. It's also why I don't generally play MMORPGs, because I don't find grinding to be particularly fun. And I don't waste my precious free-time on shit I don't find fun. >Video games are supposed to fill in the fantasy of doing things that are impossible, or quite hard, IRL... Yep. They sure are. >... and actually be recognized and compensated for our efforts. And that's where you've gone wrong. Like I said, it's not a job; you don't deserve any sort of compensation nor recognition. You don't _deserve_ anything. Just because you spend your time doing something, doesn't mean you've innately earned a reward. If you don't find TFT to be your cup of tea, you just shouldn't be playing it. Like, if you find grinding to be enjoyable, I'm not here to tell anyone how to have fun. But if you're wasting your time doing something you don't really enjoy just to get a cosmetic effect for something that you don't enjoy... just... why? Why would you do that to yourself?
> And that's where you've gone wrong. Like I said, it's not a job; you don't deserve any sort of compensation nor recognition. You don't deserve anything. Just because you spend your time doing something, doesn't mean you've innately earned a reward. > If you don't find TFT to be your cup of tea, you just shouldn't be playing it. Like, if you find grinding to be enjoyable, I'm not here to tell anyone how to have fun. But if you're wasting your time doing something you don't really enjoy just to get a cosmetic effect for something that you don't enjoy... just... why? Why would you do that to yourself? You must be a a very, VERY casual " gamer ", then. YOU MUST BE! There is NO WAY in hell a true gamer - _not an elitist or a hardcore gamer, just a normal true gamer_ - would say such words... NO WAY! If you think that gamers don't deserve anything for playing games, then, OH BOY... you're gonna piss off so many people around here! You simply don't understand what gaming is all about... you just don't get it! {{sticker:zombie-brand-facepalm}}
Zerenza (NA)
: How do you Take items out of units?
Those must be **trait** items, built with **Spatula**. The rule is simple: * If you build a trait item on a unit that, **originally**, has that trait, that item will pop off of that unit. **Example**: If you build {{item:3153}}, which gives the trait **Blademaster** to its holder, on {{champion:119}}, it will pop off of him, because Draven is originally a blademaster anyway, which makes sense. * However, if you gave a unit a new trait, through a spatula item, then you wanted to build the same trait item again, on the same unit, it won't pop off of it. **Example**: If you make {{champion:222}} (_Hextech / Gunslinger_) a **Blademaster** with {{item:3153}}, then you build another {{item:3153}} on her, it won't pop off of her, even though, technically by that time, she is considered a blademaster herself, because of the 1st {{item:3153}}. And the reason is very simple: Jinx is **NOT** a blademaster **originally**. So, be careful in those situations, otherwise you'll get stuck with a Jinx with two {{item:3153}} on her.
: If you're playing a game just to get shit in the game, you should stop wasting your time. It's something that you're supposed to enjoy enough to spend your free time playing, NOT A JOB. What you're supposed to get is some enjoyment from the experience. Some fun. Maybe a sense of accomplishment. Not rewards. Rewards are nice, but if they are the sole reason you play a game, there's something wrong, and you should spend your time doing something you actually like.
Hmmm... So you're the type of player who plays MMORPGs just to have fun, instead of grinding for that endgame epic and legendary loot, hein?! Nah, man... For people like me, rewards ARE what make a game fun. Back in the day, I played WoW for the Heroic / Mythic raiding and heroic / mythic loot, not to have fun doing stupid shit. In the same way, I played regular ranked in League to reach that challenger status in the hope to get the challenger bag and jacket (_I came close to it, but wasn't not quite there_). Not to say that league isn't fun, it is actually a lot of fun, but I'm more interested in the rewards than the " fun " of it all. For TFT, it's no different for me. I expect there to be meaningful rewards for my time that I spent grinding the game and ranked ladder. So far, there is some fun to be had inside the game itself but it's not quite what I want from the game. You can say I'm a semi-hardco... eh, who am I kidding? I am a hardcore gamer and I like the challenge games give me and I want good rewards for all my troubles. And a lot of people are like me, so... yeah! Video games are supposed to fill in the fantasy of doing things that are impossible, or quite hard, IRL, and actually be recognized and compensated for our efforts. Rewards are what make or break a game, for me. YES, the reward could be the whole game experience as a whole, for some games, but that's very rare and very few games managed to do that. But for the majority, rewards is where it's at, mate!
: Wild champs are poor and their buff is bad
Well, they are confirmed to get buffed next patch. The AS steroid buff is the same, but at (4) Wilds, every unit buffed will have their AAs not miss, countering yordles, I guess. The Wild buff in itself is pretty good actually. **60% AS buff**, when fully stacked, is really decent. The problem comes from how the buff itself works. Normally, you have the trait buff up the units when a 1st condition is met, then you give them an extra buff when an extra condition is met. **For example**, Sorcerers gain extra 40%AP on their spells at (3), but that goes up to 100%AP at (6) Sorcerers. The problem with Wild buff is that the units that have this origin get the same buff, regardless of whether there is (2), 3 or (4) of them on the board. They [wild units] don't gain anything extra for completing the 2nd condition of the trait. The only ones benefiting from it are the non-wild units with them, on the board. The buff stays the same at (2) and (4), it's just its targeting goes from " Wild only " to " All allies ". If the buff was something like: * (2) Wild units gain 10% attack speed, per stack, up to 5 times. * (4) Wild units gain 20% attack speed, per stack, up to 5 times. Or * (2) Wild units gain 12% attack speed, per stack, up to 5 times. * (4) All allies gain 10% attack speed, per stack, up to 10 times. then, the buff would be decent enough to be considered more viable since the wild units themselves will get more benefit from the (4) buff. As for your statement about 4 wild comps being not viable. Actually, there is a 4 wild comp that's pretty viable and a top 3 material. It's a level 7 comp and it's a bit hard to pull off and usually requires good econ skills. This is the comp: (4) Wild + (3) Shapeshifters + (3) Sorcerers + (2) Dragons. {{champion:19}} {{champion:150}} {{champion:103}} {{champion:76}} {{champion:136}} {{champion:30}} {{champion:102}} When you reach lvl 8, you can add in {{champion:203}} or {{champion:82}} for (2) phantom bonus. Usually, {{champion:25}} is the 3rd sorcerer that will hold Karthus' items. Or you just put them on Ahri and build another 2 star Ahri on the bench, for when you gonna sell the Ahri on the board for the item swap. There is also: (4) wild + (3) sorcerers + (3) Shapeshifters + (3) yordles + (2) hextech + 2 Brawlers. A level 8 comp, with cheaper units. {{champion:19}} {{champion:76}} {{champion:103}} {{champion:150}} {{champion:45}} {{champion:117}} {{champion:126}} {{champion:254}} but you gotta stack the veigar (_preferably, he should be at 3 stars_) and Gnar, here.
DahStan (EUW)
: Redemption don't heal when champ is airborne
The {{item:3107}} did heal, mate. Not only all your other units that were inside of its circle, but also {{champion:201}}. It's a bit hard to see but pay attention at around 0:21 and 0:22, in the video: * At 0:21, you can see Braum having way less than a full " **mini HP bar** ", which represents 300 HP, or so. It seems that he had, at least, half of hat, which is 150 HP, or maybe even less. * At 0:22, when he was knocked up by {{champion:421}}, he actually was healed. You can see it when he reaches the top of the screen and as he's falling back down, with {{champion:18}}'s bomb on his head, before it explodes. His HP went up and had some HP after the mini HP bar. Which means, he had more than 300 HP. Probably around 400~ish. He was healed for so little because he had the Red buff on him, from Tristana attacking him. Also, he was still under attack when he was airborne off screen, and falling down, which made it difficult to notice that he was actually healed, and instead, all you saw is him staying at under 300 HP. In [patch 9.17](https://euw.leagueoflegends.com/en/news/game-updates/patch/teamfight-tactics-patch-917-notes#patch-healing-changes), the healing changes kicked in: > * Grievous Wounds Healing Reduction: 100% ⇒ 80% * Redemption Healing: 1500 ⇒ 1200 20% of 1200 is 240. So, Braum went from having, at least, 150 HP, to 390 HP (150 + 240 = 390), in that video. Which is a rough estimate, of course, but it is in line with what we see in the video in terms of HP bar length changes (_even if it's a bit tricky to notice at 1st glance_). Not to mention, Redemption successfully healed all the other units as well, so I strongly believe there is no bug here.
Rioter Comments
: this really what ya'll mad about? Here I am sick of nobles, yall mad about a button. you are playing the game for the sake of playing it, not grinding it for those big ticket rewards? who even looks at that lmao.
You don't get it, don't you... **_Here is a hint_**: It's not about just a button, it's about the way Riot is presenting the crappy reward system to us and shoved into our faces. It's about the psychology behind it! It's about reading between the lines. It's about mind games and mind sets. You think it's just a button that reads " awesome ", we read " **F-ck the community and what they want. We're gonna give them some crappy emotes and icons, that barely take any effort and resources to create and have no value whatsoever, and they WILL be happy about it, because that's what they deserve and because we said so! If we say it's awesome, then IT IS AWESOME. End of discussion!** ". We play video games to have fun, sure. But, also, getting meaningful rewards, inside the game, is one of the most effective ways to push the players to play even more and to grind that ranked ladder. That gives us a purpose and a goal to reach inside the game. What Riot is doing is like having a job, IRL, and after working hard and doing overtime, the boss comes and says " _here is a tap on the shoulder. Isn't that awesome?! Enjoy it! That's your reward for working hard_ ", no meaningful compensations like extra overtime money or a raise or something... When you put in the effort into doing something, you should be rewarded for it in a meaningful and significant way. League is, at its core, free. But it's not like me and a lot of other people aren't paying them money for skins and whatnot. So, technically it's not free as long as I'm paying money to them, regardless of where that money is spent. Afterall, the money is going to Riot directly, so... Considering this, when I play regular ranked league or ranked TFT, I expect there to be good really awesome rewards, not this cringy reward system. We want something that will push us to tell our friends who don't play league or TFT: " **Hey! I play this awesome game called LoL (or TFT) that has some awesome gameplay and is fairly balanced and cool. Also, you get awesome rewards for it if you grind that ranked ladder. You should come check it out!** ". Right now, when my friends ask me about league or TFT, all I can honestly say is " Well, it has potential but right now it's a clusterfuck of bugs and unbalanced gameplay. It's not as fun as it used to be and the rewards you get for playing it are abysmal. It's not worth wasting your time trying to learn it from the ground up, atm. As for me, well, I've been already invested for years, so I managed to adapt and find some ways to have fun in it, but I'm starting to think seriously about quitting for something else!".
: I 100 percent get the point of the thread. But it seems like you're just complaining to complain. "Rito narcissistic and cringy cuz a button says awesome." Go outside dude...
> I 100 percent get the point of the thread. But it seems like you're just complaining to complain. "Rito narcissistic and cringy cuz a button says awesome." You've just proven that you didn't understand anything. You're not smart enough to read between the lines and understand what such small details and what all of it says about Riot and their philosophy. Especially considering all of the bad shit that went down the past few years... You're just a passive consumer, I suppose! The kinda player that is fine with everything and just gets manipulated easily into doing Riot's bidding. > Go outside dude... Such a typical response from a dumb kid on the internet, I guess. {{sticker:zombie-brand-clap}}
: imagine being upset about free stuff
I guess you totally missed the whole point of this thread... But I see that Riot's stupid ideology infected you. #feelsbadman
: Like WHO THE FUCK WANTS ICONS?
Apparently, icons and emotes are **_awesome_**, according to Riot... {{sticker:slayer-jinx-unamused}}
: I wouldn't immediately jump to narcissism, but their terms definitely always felt off to me. Including "reform cards" where they make you click "I agree" to get into your client when I really don't agree :D
Well, it's definitely narcissism, especially if you consider what Marc " tryndamere " Miller said to IWD on twitter and the backlash he received from that... The whole leadership of the company is just a bunch of narcissistic and egotistical people, who are leading the company into the mud.
Rioter Comments
Rioter Comments
: "Combine any two items to combine them into..."
Imagine being bad at english when you are from NA... {{sticker:zombie-brand-clap}}
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: Any thoughts on the state of Dark-Seal + Corrupting Pot synergy, whether it's too powerful for it's ability to sustain it's users, or giving too much offense for it's sustain? Or is it alright?
They already nerfed it a couple of patches ago and now the {{item:2033}} + {{item:1082}} start is dogshit! RIP {{champion:245}}'s early game...
Kazekiba (NA)
: > [{quoted}](name=Cräfty,realm=EUW,application-id=A7LBtoKc,discussion-id=Inh8Ut1d,comment-id=000c,timestamp=2019-08-30T14:44:20.024+0000) > > * {{champion:105}}'s passive is too strong and needs to be toned down a bit. _This fish is tankier than {{champion:33}} early game, wtf!_ > His passive is objectively weaker than before? How
Patch 9.14: > Nimble Fighter * REMOVED: No longer takes 4 − 14 (based on level) less physical damage from basic attacks, applied before other modifiers. * NEW EFFECT: Now takes 4 (+ 1% AP) less damage from all sources of pre-mitigation damage, up to a maximum of 50% reduction. He went from: * taking less **physical damage** only, by a flat amount scaling with levels, from AAs. to: * taking less damage from **all sources**, including **TRUE** damage, scaling with AP. He, now, can be picked vs any champion, whether against physical, magical or true damage dealers, and effectively win every single trade and dominate the lane, due to his tankiness. He's even safer than before due to his newly built in damage reduction. And since it scales with AP now, if he gets ahead, he becomes even tankier and tankier as he builds more AP. In what universe is that weaker than before?
Meddler (NA)
: Quick Gameplay Thoughts: August 30
Concerning TFT, I think that the pathfinding is still a problem, in 9.17: * Units, from when the game was still in PBE to this day, still go AFK randomly, costing us rounds, and even games! * Units, sometimes, don't follow the shortest path towards enemy units and get stuck in weird spots. * Units don't move **smoothly** across the board. They move, hex by hex, stopping in each hex for a brief delay before continuing their movement, which cost us precious time during the fights, especially if the rest of the fight is happening on the other side of the board. * If the current target of my units die, while they were moving towards it, my units will stop, go AFK for a bit before resuming movement towards the nearest enemy available. This leads, in so many cases, to units going AFK permanently for the rest of the fight. * {{champion:102}}'s AI still sucks in patch 9.17. She still gets stuck mid transformation and goes AFK for a bit. This happens especially late game, when the board has too many units on it. * {{champion:63}}'s ability bounces more times than intended, on live servers right now, dealing too much unintended damage. Imho, your priority should be to fix the AI of all the units, the pathfinding and the tracking of certain abilities (like Brand's ult). Movement should feel smoothe across the board, units should move and attack as they're supposed to and abilities should track units as they're supposed to, etc. These problems are game breaking and needs to be fixed ASAP before adding anything new to the game, since they constitute the core mechanics of TFT! Concerning Summoner's Rift: * {{champion:555}} needs a nerf on his ult money generation. _That shit is busted af._ * {{champion:240}} needs a nerf and Grievous Wounds removed from his Q. _Even Kled mains don't want it. It's too OP!_ * {{champion:105}}'s passive is too strong and needs to be toned down a bit. _This fish is tankier than {{champion:33}} early game, wtf!_ * {{champion:3}} needs to, at least, be able to use his E while charging up his W. _Show the man some love, goddamnit!_ * Remember {{champion:83}}????
: 37 LP for a win, is that on the lower side?
: Manalocked Unit Gained Mana After Placing Items
I think there might not be a bug here. Mana lock only prevents units from gaining mana through hitting other units, or getting hit. It does NOT seem to prevent mana gained by other means, like puting {{item:3070}} items on them. Also, it's important to know that mana lock is not a silence mechanic, so technically, mana locked units can still cast their ability if they reach max mana, somehow. Here is what I assume happened in the video: * Shen had 100 starting mana. * He gained some more mana, putting him above 110 mana. * He got mana locked. * Placing the {{item:3070}} first gave him +20 mana, putting him at 130 mana, at least. * Placing the {{item:1038}} combined the items into {{item:3161}}, which granted Shen another +20 mana on completion, putting him at 150 mana. * Since Shen's ability costs 150 mana, and mana lock is not a silence, he automatically casted it. **However**, If Riot intended for mana lock to prevent every way possible to gain mana, including by putting {{item:3070}} items on mana locked units, then they did a very poor job of coding it and this would be a bug that they need to fix.
: Say, when are you guys going to implement in-game Item Sheet? That should have been the very first thing to implement in TFT. Most of the time, I don't even know what I'm going to build.
Just drag an item over another to see what's the completed item that you will get if you proceed to release your click and combine them. Or just use the Blitz app, until Riot implements item sheets and game history in the game.
Rioter Comments
Mortdog (NA)
: TFT - New Item Distribution System
Although I welcome your efforts to limit the influence of RNG on the items drop rate across the board, I need to say that TFT has a much larger problem that needs to be dealt with: **Pathfinding**. * Units, from when the game was still in PBE to this day, still go AFK randomly, costing us rounds, and even games! * Units, sometimes, don't follow the shortest path towards enemy units and get stuck in weird spots. * Units don't walk **smoothly** across the board. They move, hex by hex, stopping in each hex for a brief delay before continuing their movement, which cost us precious time during the fights, especially if the rest of the fight is happening on the other side of the board. * If the current target of my units die, while they were moving towards it, my units will stop, go AFK for a bit before resuming movement towards the nearest enemy available. This leads, in so many cases, to units going AFK permanently for the rest of the fight. * {{champion:102}}'s AI still sucks in patch 9.17. She still gets stuck mid transformation and goes AFK for a bit. This happens especially late game, when the board has too many units on it. * {{champion:63}}'s ability bounces more times than intended, on live servers right now, dealing too much unintended damage. And a lot of other problems that need immediate attention to them. So, instead of using your time on new additions to the game - which are always appreciated but not now - maybe you should work on the more urgent issues in the game, first. Imho, your priority should be to fix the AI of all the units, the pathfinding and the tracking of certain abilities (like Brand's ult). Movement should feel smoothe across the board, units should move and attack as they're supposed to and abilities should track units as they're supposed to, etc. Trying to limit the RNG influence over the game is OK, but a lot of us have already adapted and learned to deal with it. The problems that I mentioned are much more game breaking and needs to be fixed ASAP before adding anything new to the game, since they constitute the core mechanics of TFT!
Porglit (NA)
: I believe the change happened when they switched from AS being a flat increase to it being an increase based on BASE attack speed. I don't know that the ranger synergy decrease was intended, but could be an unintended side effect of that change. Either way, they should either fix the issue or fix the description, because you're right: the buff doesn't currently match the description at all.
> I believe the change happened when they switched from AS being a flat increase to it being an increase based on BASE attack speed. You are correct. I just went back to check all patches to find the AS changes and it seems that in [patch 9.14](https://euw.leagueoflegends.com/en/news/game-updates/patch/teamfight-tactics-patch-914-notes#patch-systems) they did this: > Attack Speed Changes * We've changed all champions' attack speed ratios so that attack speed bonuses are now calculated based on a percent of the champion's base attack speed. In short, champions with lower base attack speeds will receive less benefit from attack speed items. Certain champions and attack speed granting items have been adjusted in this patch to compensate. * Champion Attack Speed Ratios: 1.0 ⇒ champion base attack speed I totally forgot about this. Now I understand what's happening, mathematically speaking. I'm gonna edit my thread to explain what's actually happening. Thanks for reminding me of this. God, what a mess! {{sticker:zombie-brand-clap}}
Rioter Comments
RËDA (EUW)
: TFT Pantheon description Bug
They said it in the patch notes: > Note: the in-game tooltip is lagging behind and will be updated to reflect this in patch 9.18.
: You're the one in your post who said he has a base mana of 100.
Oh, my bad, then! I meant to write, in my thread, that he has 150 max mana with 100 starting mana. Rectified! {{sticker:slayer-pantheon-thumbs}}
: TFT Weekly Missions
Yeah, it's bugged for me as well.
: On Pantheon he's pointing out that unlike other 5 stars, Pantheon can literally control an entire friggin team's demise. His ult hits about 3/4 of the board, and the damage output with items is literally 80%+ of their entire HP by himself, and over 100 % HP damage by 2 star IN ADDITION to being suited for Noble Comp and Dragon Comp because of Guardian and Sorcerer. He's OP on another level, because not only can he 1 shot a team, stun his target, etc, he also has built in Grievous Wounds! He's literally a built in Morellonomicon on top of 1 shotting a team. And, it's only costing 100 Mana, which means something like 3 Tears in items will get it cast almost at combat start.
> And, it's only costing 100 Mana, which means something like 3 Tears in items will get it cast almost at combat start. He has 150 max mana.
: Wow this is hilariously bad. First the double AS from rangers is a multiplicative thing not an addition. That is not a bug it is intended. Nobles literally got nerfed to an even weaker state than when they started getting buffs because nobody cared about them. "This nerf won't do anything" yeah sure whatever you say. Also it is suppose to be the main defensive buff and It's almost utterly useless unless you get all 6 nobles. Pantheon is still a 5 cost unit. 5 costs units are supposed to be "OP" they are supposed to be units you can easily build around and make them into your main carry unit. They are supposed to be the strongest units in the game. Also "this unit has a stun" and what unit doesn't? Most glacials do, leona does, cho has a massive knockup, lulu has one as well. You speak like CC is somehow this devastating thing that so few units have. Also the main part of the damage is magic damage so you can build against it should you so wish. Oh noes WW is tanker than Vi! But you aren't putting Vi to be a frontline unit since she will go after the backline when she uses her ult so... what is the point of comparing them like that? Vi is still better than WW since she doesn't need other useless units around just for him to be ok. Vi is strong all on her own. Also 1 star and 2 star units have so little differences and are so interchangeable It's hilarious.
> Wow this is hilariously bad. First the double AS from rangers is a multiplicative thing not an addition. That is not a bug it is intended. I've been following this game since it was on PBE and I played hundreds of games of Rangers, when they were meta, and the buff always gave 1.4 AS on {{champion:22}} and {{champion:110}}, since they have 0.7 AS. Always! Which is normal since the buff state: * **Rangers gain a chance to double their attack speed every 3s for the next 3s**. They double their **total** AS, not their base AS. Somewhere between patch 9.15 and 9.16 this bug happened and now, 0.7 AS gives 1.19 instead of 1.4. * 1.19 = 0.7 x 0.7 + 0.7 and 1.4 = 0.7 + 0.7 or 0.7 x2. The code for Ranger buff got messed up and everyone who have experience in TFT noticed it, as well. Somehow, in the buff formula, there is an unnecessary multiplication of the current AS that is messing up the actual double value of AS that should be given to Rangers. Afterall, when a buff literally says that it **doubles** the AS of Rangers, it should mean literally it makes the current AS of those unit twice the current amount. It' not rocket science, it's simple math: * **X^2 + X** is not equal to **2X**. > Nobles literally got nerfed to an even weaker state than when they started getting buffs because nobody cared about them. Nobody cared about them? Were you living under a rock or something? > "This nerf won't do anything" yeah sure whatever you say. Don't take my word for it. Even Scarra and other challenger streamers expressed the same opinion. I guess you know better than all of them! > Also it is suppose to be the main defensive buff and It's almost utterly useless unless you get all 6 nobles. I never said they should get rid of their defensive buff, I said they should tone it down somehow and even gave an example of how that can be done. > Pantheon is still a 5 cost unit. 5 costs units are supposed to be "OP" they are supposed to be units you can easily build around and make them into your main carry unit. They are supposed to be the strongest units in the game. I know that 5 cost units are supposed to be the strongest units in the game, but they're not supposed to be OP and overloaded. Pantheon is overloaded with so much damage and utility and that should not have happened. > Also "this unit has a stun" and what unit doesn't? Most glacials do, leona does, cho has a massive knockup, lulu has one as well. You speak like CC is somehow this devastating thing that so few units have. Dude, I just listed what {{champion:80}}'s kit has. I never said " Here is a list of problems that this guy has " or something like that. When I said " this unit has a stun " it's just one thing among other mechanics that he has. So chill down! I didn't single out " having a stun " as a problem of Pantheon or anything, it's just a list about he offers and " having CC " is one thing on the list. And since you didn't understand why I made that list, here is why. It's to show how overloaded his kit is and how much damage, utility and security he has. Even for a 5 cost unit, overloading a unit like this is pretty bad design and unhealthy for the game. Take {{champion:50}}, for example: * He gains HP when he transform (_Shapeshifter buff_). * He deals AoE magic damage (_drain effect_). * He heals for a lot (_Hot: Heal over Time_). * He deals AoE burst magic damage at the end. This guy doesn't offer utility at all, he has no CC, but he's overloaded with damage and healing effects. Result? He got nerfed this patch, and rightfully so. If Swain got nerfed because of just these few things, what do you think should happen to Pantheon, who is more overloaded than Swain? > Also the main part of the damage is magic damage so you can build against it should you so wish. He deals 20% max HP **TRUE damage** to all units he hits, as burn damage. Combine that with a {{item:3165}}, and good luck itemizing against it. > Oh noes WW is tanker than Vi! But you aren't putting Vi to be a frontline unit since she will go after the backline when she uses her ult so... what is the point of comparing them like that? Vi is still better than WW since she doesn't need other useless units around just for him to be ok. Vi is strong all on her own. Also 1 star and 2 star units have so little differences and are so interchangeable It's hilarious. A 1 cost unit should never have the same stats as a 3 cost unit, regardless of how useful or useless they are. Also, I'm editing the Vi part because I just realized that Vi's base HP is 650 and not 600, so that's my bad. But she still has 25 armor, which is less than WW's 30 base armor. But I digress.
Rioter Comments
Porglit (NA)
: I thought every single change they made was good. It sounds like you're just salty at this game.
> I thought every single change they made was good. " every single change ", hein?! well... Maybe you're not capable of criticism? Idk... > It sounds like you're just salty at this game. Hmmm... Yeah, I'm so salty at this game that I actually wasted hours of my time sharing my thoughts on each patch and some aspects of the game. It's not like I poured 300 ranked games into TFT and I'm Diamond 3, or anything. It's not like I care a lot about this game that I actually get pissed off when Riot does dumb shit to it (_even for regular League_). Yeah, apparently I'm just salty at this game... Nice logic, mate! {{sticker:zombie-brand-facepalm}}
Rioter Comments
Porglit (NA)
: Luden's CD, or bug?
A lot of mechanics in the game involve a 1 sec internal CD, so maybe {{item:3285}} is no different. I know of 2 of those mechanics: * Units maintain aggro on their current target for 1 sec, after it goes out their attack range, before they focus a new target. That's why if your {{champion:53}}, on the other side of the board, hooks a champ that your unit are focusing, your units will follow that grabbed target for 1 sec before focusing the nearest enemy available. Or if an Assassin is attacking {{champion:236}} and he dashes away, the assassin will follow lucian for 1 sec before targeting the nearest enemy in attack range, etc. * {{item:3040}} and {{item:3161}} won't give your unit mana for 1 sec after they cast their spells. That's why sometimes you see units like {{champion:236}} and {{champion:84}} not gaining mana immediately after casting a spell, even though they're attacking a unit. Also, keep in mind that {{item:3285}} will hit only the current target, and no one else, if the the current target of the Luden's holder is more than 1 hex away from his teammates! So the dmg will be done to the current target only and you won't see the splash damage animation of Luden's.
: This is exactly how you know Riot has it's priorities completely screwed up.
I've been perma banned for less than this, mate. TWICE! Here is an advice, from my own experience: DO NOT TALK AT ALL IN CHAT!!! /mute all and rely on your pings! The report system is broken and you can get banned for anything you say. So leave your chat logs empty at all times! I once got chat restricted because I said GJ a bunch of times in chat, everytime my laners inted and did dumb shit. Literally my chat log was only full of GJ and no other words! And I got chat restricted for that, because those salty kids reported me. Also, always report those mofos who are feeding and being dumb af. ALWAYS! Never leave the end game lobby before reporting them.
: Why are attack ranges written in seemingly arbitrary numbers and not just the # of hexes?
It might have something to do with the coding of the game. It's more logical and easier to use units as opposed to hexagons, which are measured in units anyway, to calculate unit range changes. But Riot might've lazied out of doing the transformation from units to hexes, when it comes to UI infos, and just took the numbers from the unit code and slapped it onto the info tabs of units. Which might be understandable since the game is still relatively new and there are a lot of fixes to be made later on, following a schedule, whatever that is. But, I do agree that, as an information shown to the player, in the UI, where the board is measured in hexes, it should be in number of hexes. That would make it clearer and simpler to read and understandable for every type of player.
: Dragons vs Sorceres
First of all, The dragon origin only buff up 2 units, atm, which are {{champion:102}} and {{champion:136}}. The rest of the comp is susceptible to your magic damage. Second, It's not only Dragon buff that counters Sorcerer / Elementalist comp. Several comps / items counters it as well: * **Dragon's Claw** (_83% magic damage reduction_). * **Hush** (_mana lock_). * **Demon** comps (_mana burn_). * **Shapeshifters** (_enough HP to survive the initial Sorcerer burst ans transform_). * **Nobles** (_do I need to say more?_). * 6 **Assassins** (_positioning war_). * **Void / Sorcerers** (_{{champion:31}}'s AoE true damage_). * **Rangers / Glacials / Knights / Phantom** (_{{champion:22}} and {{champion:113}} are OP counters, and phantom RNG is a bitch_).
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Cräfty

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