: Teamfight Tactics patch 9.23 notes
Something has to be done about player damage and/or rng. If you don't high roll 3 stars and some good items by wolves then you're dead before raptors. There's no room to transition right now, which is why you see early game comps like woodland or predators lasting to the end.
: Teamfight Tactics patch 9.23 notes
One morellos or red buff nullifies a 6-team light comp, a fully stacked nocturne/mundo/warwick/self-heal/etc, any mages/mystics with a heal ultimate, gunblade, and blood thirster. One rageblade Olaf in a 2-glacial comp nullifies any champion he hits, regardless of defensive stats, team comp, items, abilities, etc. Made even worse with a cone on-hit application of stun at 4.x AS. Champs can get "stuck" attacking targetable summons, as they are continually re-summoned, and never attack the summoner. Or, worse yet, kill everyone and then lose to untargetable summons that they just stand still and let hit them. Do the devs even play this game?
: Teamfight Tactics patch 9.23 notes
: Teamfight Tactics patch 9.23 notes
Can you take a look at ranged champ targeting? They often walk into melee range of nearby units when changing to new targets. Any chance they could pick the nearest target to keep themselves a little safer?
: Teamfight Tactics patch 9.23 notes
Thanks for making the element more clearly displayed on the initial carousel. And the update for the current stage progress bar is a nice to have. Glad Olaf has been addressed already, that should be helpful. Regarding Glacial "nerf": you could make it 1% chance and it wouldn't really matter because of the massive AS boosts, it's a duration stun, and the fact that random generators aren't truly random at all. For example, once it procs and you're stunned for 1.5s, with AS of 2+ you get 3 more attacks before the person can move. Each attack has a 20% chance of proccing which would then stun you again for 1.5s. All the while, stacking things like rageblade to increase the number of chances to restun you - resulting in permastun with no resistances and no saving throws. It's a horrible mechanic.
Meddler (NA)
: Quick Gameplay Thoughts: November 15
Looking forward to more tweaks, hopefully all the extra dials to turn with set 2 will lend greater variety. It's no fun having to always build the same thing all the time or lose all your LP instead. Curious: Why is Glacial still an on-hit stun? On-hit disables (disarm also, though to a lesser extent) seem impossible to actually balance. Either it's trash or it's crippling - usually depending on AS and number of champs with the proc. There's no resistance to it and the % of chance to proc hardly matters when you're attacking 2, 3, 4+ times a second. I think it would be much better if Glacial applied a stacking slow with, maybe, a chance to stun after a number of stacks have been applied to the same target. Slow would still prevent opponents from doing as much damage and prevent building mana as fast, and more glacial users mean more people slowed. But people could still use their champions at least. It's also more available to tuning than simply a shared proc %. Disarm would make more sense reducing attack damage than totally preventing attacks at all. It might as well be a stun because you barely gain mana while disarmed, don't bother moving, and don't do any damage. (would you even cast a spell if you did get full mana but were disarmed?) Ultimately, it's a terrible gaming experience to have your champion(s) do absolutely nothing, regardless of how strong you've made them, just because the other team keeps proc'ing on hit.
: Teamfight Tactics patch 9.22 notes
Same shit, new skin. UI improvements are great, new characters are fun. But, ultimately, you have the same failed formula. Majority of team synergies are useless. Everyone is going for the same OP champ (you'll see a lot of 2\* Olafs right now). If you don't get the right items for the OP comp then it doesn't matter. Still lots of 3\*s. I was looking forward to all the variety of set 2, but it's just a bunch of lipstick on a pig, unfortunately.
: Teamfight Tactics patch 9.21 notes
As Scarra has mentioned, this is the most unbalanced and poorly thought out game in its genre. Here's hoping set 2 will be playable. Make sure to include the mechanics where you can't use your items, can't move, can't attack, or can't gain mana - because that's what makes it so much fun to play.
: Teamfight Tactics patch 9.21 notes
Here's hoping Set 2 is is actually balanced and fun
: Teamfight Tactics patch 9.19 notes
: Teamfight Tactics patch 9.18 notes
So Riot has just given up on fixing in game matchmaking?
: Teamfight Tactics patch 9.18 notes
Thanks for speeding things up slightly, feels a little nicer now. The new item system seems better so far. More items == more fun. Although getting random champs sometimes is a bit...odd. Still an improvement though!
: Teamfight Tactics patch 9.18 notes
If you're not going to fix the in-game matchmaking, can you at least tone down the player damage mid-game? It's bad enough fighting the champ/item RNG system.
: Teamfight Tactics patch 9.18 notes
Here's an idea for glacial, since % on-hit stun is just ridiculous: Each hit applies a glacial stack that slows. After a number of stacks the player is stunned for a duration. This can be balanced a variety of ways (# of stacks, % of slow, duration of stun), still benefits from increased attack speed and additional on-hit abilities, while preventing perma-stun unless you're the last target standing against an onslaught of glacials.
: Teamfight Tactics patch 9.18 notes
PLEASE FIX THE BASICS OF THE GAME before you add anything else! Champions will path to nothing, take the longest route possible to get into range, or sit there and wait before taking their next attack. In-game matchmaking is no better than when it first launched - still see the same opponent over and over again even in early rounds. How difficult it is it guarantee matchmaking when there are always 8 teams at least until wolves? Player damage is wonky - losing early means nothing but you can go from 3rd place to dead in 7th with a few bad mid-game rounds. Items are WAY TOO CRUCIAL and the RNG system sucks. Can you please publish stats on win/loss ratio when getting 0-1 items in the initial creep rounds? I bet it's staggering.
hypnoso (NA)
: Please fix facing the same person in a row.
Maybe you shouldn't really pay your developers until they really fix something as simple as not playing the same person over and over. How many tries is that so far??
: Teamfight Tactics patch 9.17 notes
Riot community: Items are a little too important in this game, and very hard to get Riot devs: Ok, we'll disable all your items at the start of battle if your enemy has just two of the crappiest units in the game. Riot community: Umm... Riot devs: Oh yeah. We'll buff rangers a bit so even 2 glacials can permastun you. That way even if you're items aren't disabled your characters will be Riot community: That doesn't sound fun. Riot devs: And we almost forgot. Hush, disarm, and mana burn are on-hit as well. So even if you manage to find some items and fun comp, you're units won't be able to use any of their abilities anyway! Riot community: Well, at least I won't have to play that team each round...
: Teamfight Tactics patch 9.16B notes
Riot: Here's some more very fun champions! Riot Devs: Hey guys, I have a great idea. Let's add all sorts of disables so you can't use any of the players! Riot Balance Team: Sounds great, and lets make sure you lose ALL of your LP when you finish 8th, just make sure they only get 14 lp for 1st. Riot Devs: Got it. Oh, and what about that bug where Riot: send out the patch!
: Teamfight Tactics patch 9.16 notes
The player damage pacing currently sucks. You can go from top of the ladder to out in fewer rounds than is possible to adapt. Losing early is inconsequential, end game seems fine, but mid game is out of whack.
: Teamfight Tactics patch 9.16 notes
Do Riot devs even play this game?
: Teamfight Tactics patch 9.16 notes
Could you have it reset our lineups before dropping us into carousel? I try to keep track of items on them, but sometimes, in all the excitement, I forget.
: Teamfight Tactics patch 9.16 notes
A funny thing happened while playing TFT: a player got more items and won the game
: Teamfight Tactics Patch 9.14 notes
Here's a great way to save everyone 45 minutes. Make TFT a slot machine pull of items and just give LP to the 3 people who get some. Probably make Riot a lot of money cause you wouldn't need to waste on devs.
: Teamfight Tactics patch 9.14B notes
PLEASE figure out how to properly apply your % before adjusting any of them. You might as well just make them 0/50/100 the way they proc.
: Teamfight Tactics patch 9.14B notes
This is the buggiest game that has ever been released. It's still considered Beta right?
: Teamfight Tactics patch 9.14B notes
Before adjusting more %, can you make sure your % are applied correctly? Dodges, blocks, glacials, etc are definitely not applying only 60% of the time I doubt the other procs are also...
: Teamfight Tactics Patch 9.14 notes
Getting zero items from minion rounds still sucks - regardless of a few extra gold. What happened to the earlier statement that recognized this? Implement a system that increases the chance of an item with each minion kill that doesn't give an item, and then resets when you get one. It's ridiculous unbalanced to have 2 minor items while other teams have a few assembled items.
: > Consider voidling stats scaling with Malzahar's AP rather than AD. Also, he needs more of them. Being strongly considered.
Since you can build Malz Ad or Ap, what about two different types of voidlings that spawn based on which is his higher stat. Or have him choose the type of voidling at the beginning. Also, a little more detail about which item effects will actually proc via voidling damage will be helpful.
: The Keybind Wars: Which Key is Best for Flash?
Interesting analysis! It's neat that all of it has no statistical significance when it comes to win rate. One question about the research, does it take into account anyone using fancy buttons on their mouse?
Statikk (NA)
: Mid-Year Mage Update
Malzahar is one of my favorite champs. I hope there are not too many changes in store for him, as his kit is pretty unique. If anything, I'd love to see him a little more reliant on his voidlings than his magic damage. To accomplish this perhaps remove the damage element from his E having it instead slow slightly and provide vision so that his voidlings could take advantage of it. Keep the spreading and voidling focus the same. Also, his ultimate seems to leave him pretty vulnerable in any team fights. Perhaps make it more similar to Illoai by having it buff his voidlings (2x attack speed, invuln for the duration)? Lastly, I'd like to request a new skin for him: Fullmetal Malzahar. You already have the perfect voice actor who can reprise his Edward Elric role. Have his null void open the gateway (or spawn a transmutation circle), his voidlings would be failed human transmutations with upside-down heads (or chimera), and he already has the hooded cape and blade in the right hand. Here's a poor representation: http://withjam.tumblr.com/post/137836123381/fullmetal-malzahar-fullmetalmalz-lol

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