Rioter Comments
: A simple glacial change
Would seem we have the same solution (because it's the best solution). This is from one of my posts: https://boards.na.leagueoflegends.com/en/c/teamfight-tactics/eUvTY6nV-1-small-change-that-could-fix-every-cc-issue-now-and-in-the-future > [{quoted}](name=GravenFear,realm=NA,application-id=RaE1aOE7,discussion-id=eUvTY6nV,comment-id=,timestamp=2019-11-21T01:28:36.158+0000) > > - When a champion is hit with cc (glacial, sword-breaker, etc.) count that as the first cc of that type. > - While a champion has 1 cc of a type, prevent any more cc of that type being applied (which I believe, currently this just refreshes the cooldown of the existing cc). > - Once a cc expires, prevent that same cc from being applied again for 1 to 0.5 seconds (this allows the champion with a full mana bar to get a cast off). > > I'm a programmer and I know even without seeing the code that this would only require 10-30 lines of code to implement (which isn't a lot considering the entire game is probably upwards of 1000 lines of code) > > This would still allow stacked cc to disabled a champion (glacial + sword-breaker) but at least let the champion cast so they're not a wasted unit for the entire round duration. > I'm sure your entire player base would appreciate this change, TFT Dev team, because no one enjoys having their entire team (or just a single unit) be completely useless the entire round. > > We all know Olaf is a problem now but even without him you have cleaving glacial from voli... or just put a sword-breaker + hurricane on sivir and now you get the pleasure of wasting 10 seconds as your entire team stands still and dies.
Rioter Comments
: 1 small change that could fix every CC issue now, and in the future
Oh and to add to this, it CANNOT be an item. Items like quicksilver are completely useless because sure, it stops the 1 cc... then your unit get's cc-ed with 1 second and it didn't even matter. Same for trap claw, while the stun is nice, you're sacrificing an item slot for something that may never trigger and if it does it doesn't mean your unit will survive any longer than if they had a gunblade instead.
: Confirmation bias. >While in your promos you are put with the worst players of the next rank, naturally these are going to be the most toxic players. Which, barring ego, should be *less* toxic than the people of your rank? Common sense dictates that the worst of the tier above you is better than the best of the tier you're in.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=adAiuTui,comment-id=0002,timestamp=2019-11-21T13:23:58.175+0000) > > Confirmation bias. > > Which, barring ego, should be *less* toxic than the people of your rank? Common sense dictates that the worst of the tier above you is better than the best of the tier you're in. 1. It is the worst players of the next rank because you're still getting matched with players around your MMR which will be the lowest MMR players in the next rank (seems fitting because you're the highest in your rank so the next step up is the lowest of the next rank) 2. ...and how does a player become 'worst in their rank'? Well at least 50% of the time it's from being toxic, because even the smallest amount of toxicity will make your team perform worse compared to a team that is less toxic.
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Barso55 (NA)
: Make dark harvest viable again
Yeah, so I've had two opponents today that even though they were destroyed in lane they could 2-shot the adc with dark harvest late game. Please don't ask for changes unless you know what you're talking about.
Jbels (NA)
: Tier 5 Characters are not worth their price point
This is just wrong. Yasuo: nice cc, survivable Miss Fortune: works really well in pirate-gunslinger comps, decent aoe (does similar damage to garen just over a wider range) Kayle: good in almost any comp, god-tier as a level 2 unit Swain: almost un-killable, un-killable with items, can take on 3 units at once and win Karthus: strong as a backline, while I'll admit the damage is about 10% weaker than it should be Aniva: You're right about this one... she's terrible, even in glacial compositions Pantheon: Maybe you think he's the best because he's overpowered at the moment (too survivable) Feel like I'm missing one. Most of them are really good.
Rioter Comments
ShadWooo (EUNE)
: The actual time lenght of TFT games is an issue.
1. A fix for the carousel could just be: Remove all this unlocking crap and just have each player click on the unit they want after a 5-10 second delay at the beginning of the round. Then the players are given their picks in the same order they would get them now, with every "pair of players" (meaning the pairs they would be in if they unlocked as they do now) getting their picks in the order of whomever clicked first. 2. I think the minion rounds are mainly for getting your first set of units and choosing what champions you're going to build around. That being said... yeah, the whole 'kill the minions' part of it is a completely pointless time-waster. Just give the players their gold, the items they get from winning a minion round, and reroll the shop. That being said, the stronger monster rounds are 100% needed. These are used for very useful reasons 1. They give the player some much needed rest from fighting other players teams that are 'designed' to defeat them (because the players are trying to win every round) 2. They even out how far apart the players are from each other by cutting of win/lose streaks and killing specific compositions that the devs expect to be doing better than others 3. gives you some time to think about how you want to design your team going forward (while the rounds your fighting the player you're just mostly thinking about how can I make my current team as strong as possible for the next fight) 3. I'd assumed the delays were mostly for player clarity are to keep performance smooth (like how in Dota Auto Chess there is always a lag spike before the battle because all the units are being moved at once). But yeah, the "I'm getting hit with damage" and other small delays are just annoying. 4. I think it would be unfair to all the players that are still fighting if the other players got more free time to do things. The shared champion pool isn't a problem because they could just re-roll all the shops after the first player wins but only show the new shop to players once they finish the round. 5. I don't think they should change the champions to speed up game time. The longer the round lasts, even if you're not going to win, it still gives your remaining unit(s) a chance to get at least 1 more kill. And to address RATPIE's comment > The main solution I see to shortening game length is to just have health go down faster, and build faster. This means upping damage and giving more gold per round so that people can still get full comps, maybe make resets cost less so that it isn't so punishing and people can build teams faster and play over less rotations? You could even keep all the minion waves, just less overall VS rounds. I think this is a very bad idea. It already feels bad enough taking 30 damage late game when you just run into a team that completely counters your team. Increasing damage is NOT a good way to speed up game time, only make the game less fun. Also, getting to those late round with Elder Dragon and Rift Herald always feels great. You're thinking to yourself "even if I don't win this, if I can kill these super minions I'm happy with this game". It's like getting to the final boss on a dungeon in an MMO. All the player battles are just the defenses and the big minions are the final bosses.
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: Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive? Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful. W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage. E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from? R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore.
> [{quoted}](name=MooooooooreDakka,realm=NA,application-id=A8FQeEA8,discussion-id=lpMxHbHb,comment-id=0000,timestamp=2019-05-22T17:44:07.461+0000) > > Passive: Simple but I really like the idea. I'd suggest making the shield scale with the number of champions hit by the ability to further reward skillful placement of abilities. Either way could probably work but would this have a cooldown or would it work like Mordekaiser's passive? > > Q: First, this really could really use numbers for wall length, wall duration (does it linger at all?), range of the damaging portion, and possibly projectile speeds for both portions. Also, can enemies walk through the wall? > Second, I love this ability concept. It's a really cool form of utility, it synergizes with his kit by letting him proc his passive from a distance but at the cost of putting this ability on cooldown, and it works well for both positions he's intended to play. > Third, I'd suggest either giving him a way to manually make it transition to the damaging portion of ability or make it transition to the damaging portion automatically when it hits an enemy champion or large monster to let him use this for damage against nearby enemies. > Finally, I'd suggest ditching the damage scaling with damage prevented to make the damage a bit more predictable. Also, many of the applications of this ability would involve blocking skillshots that don't do much damage or aiming the skill so that it won't even hit an enemy in order to block for an ally which wouldn't be able to take advantage of this. > My suggestion to keep that general concept is to make the damage increase by a flat percent (something like 20-50%) if it blocks at least one projectile. Then you can make it so blocking any form of hard crowd control refunds part of the cooldown since that would be more generically useful. > > W: Seems pretty solid. I'd suggest giving it a slow to make it a bit more impactful. I also like the decaying shield to give him access to a shield when he only has one enemy nearby and reward good timing without making it too frustrating to burn through. It also should definitely do at least some damage. > > E: Very cool ability, one concern I have is that his kit doesn't give him a good way to position for offensive uses of this ability, using this at melee range to peel is basically pointless in a solo lane, and he can use it to gap close but doesn't benefit much from doing so. Maybe make his next w after his clone reaches him deal additional damage or something like that? On a related note, I don't know his cooldowns or damage numbers but where is his damage/waveclear intended to come from? > > R: I don't really like the current ult due to it's power being hard to notice and it not being useful in a lot of situations. At the very least I would suggest making it not reduce his resists and give him a way to end it early to trigger the burst when he needs it. Maybe even let him target multiple enemies within an area. I'll let you know if I think of something else though it would help if he had some sort of lore. First off, I purposefully left out the damage numbers and cooldowns because I don't feel qualified to make balanced values. Thought I'd leave that up to riot if they take the idea. Now in response: Passive: I was thinking no cooldown, since their abilities can pretty easily hit mutiple enemies. I imagined 2 ability charges of the passive would give him a shield for about 25% of their hp. Q:Well I specified about how wide the width the wall is (arhi's charm or neeko's root). The wall is connected to the base of the object that is thrown upwards and falls as the object falls (it's not a wall like braum's shield it's a wall that exists for the duration of the object on top's air time). Yeah maybe if it hits an enemy champion the wall is skipped and the damage in a line activates automatically. This is also his primary wave-clear (since it can pass through enemies), short cooldown, decent damage scaling. W: Yeah I was thinking damage, but not too high, since it's supposed to be more for cc than damage (maybe give it some good scaling and then it could work as damage late-game for a mid-laner but would still act as primarily cc on a support (since tanks don't usually build a lot of damage) E:This would have to mainly be combo-ed with his other abilities so E->Q or E->W(for the push away)->Q R: Yeah his ult is really hard. The main focus of it is I want it to be a single target ability that reduces the target's damage by X amount. Mainly to counter assassins 1-shotting the adc as support, and giving them a 1v1 advatage in mid.
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GravenFear

Level 264 (NA)
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