: Single player TFT mode?
You have to imagine creating a single player mode for more casual play wouldn't be that much effort either, since the game is mostly AI controlled to begin with. Just need to build some AI that constructs the teams/items/positions and done.
: TFT going mobile??
I somehow doubt it since they are just piggy backing the game off the game engine they just for League of Legends, which has probably never even thought to be optimized for mobile.
Ðïana (NA)
: I mean, while it should be fixed.. There's basically no reason to ever do it. You're not getting the stats from the item, and your champs aren't all fully equipped - The item would be much better used on a character actually on the board. Yes, it's a bugged mechanic that deserves a fix. Unfair advantage though? Not particularly - They're losing out on stats by doing it. The only advantage it offers is that the champion with the item can't be killed, meaning it's always in play - But putting it on your "Safest"/Least likely to die champion would serve basically the same purpose, while still offering the stats from the item.
The flip side of this to me is when an item you need happens to be the last combination of a champion on your bench. You don't want to sell that champion to take away from getting to 3 star and/or just flat out lose on gold potential, but you have no real other options because the game gives you no choice. At least when the item still does something on the bench you don't get totally screwed over by the mechanic, while it's certainly still sub optimal.
DryBear (NA)
: 6 Beginner Mistakes I See All The Time & How To Improve From Them
A lot of it is sound advice, however I feel you'd receive a more positive reception if you titled it something more along the lines of "Tips for Success" or what not rather than "Beginner Mistakes" because a lot of what you suggest is just a solid way to perhaps win more games, but not the only ones. For instance, picking up late game champions is certainly a risk but not really a beginner mistake as it can pay off dividends if you get the follow up you need. Another example is your structure of a "stable" team comp -- you can certainly win by going all in on one type without building a "stable" comp as you describe. Again, a risk, but I wouldn't call it a "mistake" either. Bottom line is I think you may be coming off a bit elitist by sharing what works for you, and labeling other strategies as "beginner mistakes" when you could phrase it much better. Just some feedback for you.
: Why did Riot fail so hard at TFT round match-ups?
It was recently announced that they were going to make it "extremely unlikely" to get repeat opponents in the next patch. Source: [Twitter Link](https://twitter.com/glmarsi/status/1158492435237916673)
Toadwart (NA)
: The Twitch viewership numbers have dropped 40k on average over the last three weeks. Its too early to tell where TFT will end up.
That's pretty common though. Most games hit a peak when they are new then settle on an average much lower as the dust clears.
IAmWoralo (EUW)
: Broken items on the right champions outweigh most comps
It's probably in the nature of the game, but I do at least notice Riot reacting to it actively so far. They recently nerfed Volibear (maybe not enough, but it helped) and a TBD nerf on Karthus is already slated. Source: https://twitter.com/Mortdog/status/1157364567325806592
GuuMi (NA)
: New little legends and rn-jesus
It's a really greedy system no matter how you look at it. Like you said, every company is trying to make money but this is just a REALLY bad way. Not only are the little legends options extremely limited with a bunch of recolors, but you can't even purchase what you want. It's just cosmetics so I'm not up in arms about it, but it leaves me absolutely zero desire to put down any $$ on it.
: the double seraphs death cap karthus build is too strong
Karthus is on the "Minor Nerf" list for next patch. Source: [Riot Mort](https://twitter.com/Mortdog/status/1157364567325806592)
Yi Is Mi (EUW)
: you realize that you only need 2 hextech champs to get the power right?
Yes, to disable two items, which would have the most impact on people stacking items on one champion to hyper carry which a lot of people don't like. Hextech is a direct counter to that sort of strategy. Get out of here 3 item RFC Voli/Draven/etc. Time will tell if the Origin bonus is over tuned or not, but the concept is solid enough to me. It's a counter to stacking one champion other than freeze/stun locking them.
IWrath (NA)
: How about no, as someone who enjoys both classic SR and TFT I'd rather not have a separate launcher. TT was dead, TT was dead ages ago if you're salty it's going away then play SR.
I played League for years (and have quit for years since then), and I'm still an advocate of them making a separate launcher. Other than sharing champion models and one ability from SR, the game modes and rewards share absolutely nothing in common and it's a burden for people who only play one or the other to have to deal with all the bloat of the LoL client.
Toadwart (NA)
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=xXzVEyLz,comment-id=00000000,timestamp=2019-08-02T19:49:23.046+0000) > > You gain mana for attacking and taking damage. That's the mechanic. You can get a more detailed explanation here: [Details on How MANA Generation Works](https://www.reddit.com/r/leagueoflegends/comments/cbyjiw/details_on_how_mana_generation_works_in_teamfight/) None of that matters when demons remove it.
I was simply giving the guy information since he stated he wasn't sure exactly how it worked, but he witnessed it. I've long since gave up on responding to the OP. He's just essentially spamming the forums at this point with the same content, and linking all of his other posts in each new thread/response to a different thread. He's obviously passionate about the game, but in my opinion misguided and not willing to even entertain any other view points. No point in debating with him.
PuppyMaster (EUNE)
: gnar solve corner problems pretty easily.if he can survive that long ofc.
Supposedly Vi will be another back line counter soon too.
: 1) Mana can be gained other ways than autoing, although yes; it's not that effective. I've witnessed Shen and Darius passively gain mana every time they are ATTACKED. There's actual videos where Darius does nothing but stand still and use his skill after being hit 8 times. I do not know the mechanic behind this, but it does happen. Furthermore, Swordbreaker and Hush have a maximum of 4 targets they can hit. While strong, it isn't stopping ALL attacking or casting. Strong back line nukers can break a SB/Hush comp. 2) This isn't WoW. WoW is an MMO genre based on high HP amounts, high sustain amounts, and meant to give you the FEELof skill than actually DEVELOP skill. It uses large teams and XP grinding to synthesize the experience, rather than BE the experience. I've led 3 top guilds over the course of ~ 12 years of gaming in 3 different top MMO's. it's about gear. It's about wasting time. It's about item shops. It's about zerging. TFT/League were designed to challenge people's skill and help them develop it. They aren't friendly "anyone can win" environments tainted by P2W.
> I've witnessed Shen and Darius passively gain mana every time they are ATTACKED. There's actual videos where Darius does nothing but stand still and use his skill after being hit 8 times. I do not know the mechanic behind this, but it does happen. You gain mana for attacking and taking damage. That's the mechanic. You can get a more detailed explanation here: [Details on How MANA Generation Works](https://www.reddit.com/r/leagueoflegends/comments/cbyjiw/details_on_how_mana_generation_works_in_teamfight/)
Suphix (EUW)
: ***
You KNOW it is? Well prepare to feel stupid, a quick google search can show me posting on the League forums back in 2012 back when I was into the original League, ex: http://forums.na.leagueoflegends.com/board/showthread.php?t=1771216 Yeah, totally a smurf account. Not like I've had it nearly a decade.
: You can apply that to many other comps. Demons are unfair, they ruin your progress because you can't use spells with them around. Yordles are unfair, they ruin your progress because you can't use physical attacks with them around. Glacials are unfair, they ruin your progress because you can't do anything because your'e stunned to death. Phantoms are unfair, they ruin your progress because they instantly delete one of your units. Everyone's already crying about Hextech and it's not even in the game. Personally it's just.. whatever? It's just another comp. It doesn't even feel that OP to me.
RavenMagus, my advice to you is to stop responding to this dude. He's on a ledge about this game and there is no talking him down. They are still adjusting things like how long items are disabled and all kinds of details that make a huge difference, but the very idea of disabling an item and having a counter to decked out hyper carries is the end of the world and goes against everything he deems "good design" for this game. It's hopeless.
: mute little legends
I just do "/mute all" at the beginning of every match these days. The game requires zero communication and a lot of the sounds are very annoying to me, especially when they can seemingly be spammed indefinitely.
Unker139 (NA)
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=hPmkGgE6,comment-id=000200010000,timestamp=2019-08-01T22:33:21.518+0000) > > Yeah, Riot is definitely skirting the, "it's still in beta" excuse at this stage. No doubt this patch was sloppy and ill tested. If your game is still in beta then **don't release a competitive mode for it?** > > Maybe I'm just crazy! Why does it matter there is a ranked mode during beta or not? Isn't it better to test the ranking system and make adjustment now rather than wait? I play ranked because I'm curious how my play compares to others. Since I moved up to bronze, my financial, mental and emotional status is axactly the same as it was when I was iron and the same as it will be when I'm silver, gold or however high I get to.
Well, I've never seen a major game company do "beta" like Riot does I guess. Most companies with games this large would've kept a competitive mode to their public test servers if they needed to test it out. Releasing the game to your official live client, adding a competitive queue, but keeping a little "beta sticker" in the corner doesn't really count as a beta to me anymore. It's, "we've released the game but the sticker is our excuse when we blunder up real bad."
HàrrowR (EUW)
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=hPmkGgE6,comment-id=0002,timestamp=2019-07-31T18:25:40.422+0000) > > They are on it. > > Source: [@Mortdog (Riot Mort)](https://twitter.com/Mortdog/status/1156597067906555906) I swear to god riot has people working for them that actually never played this game, or any other game for that matter, hell i just lost to frozen heart pyke and a match before that i've won going void with rabbadon cho and he instantly deletes the enemy team, just 4-5k damage total per ult. This mode is a clown fiesta lol
Yeah, Riot is definitely skirting the, "it's still in beta" excuse at this stage. No doubt this patch was sloppy and ill tested. If your game is still in beta then **don't release a competitive mode for it?** Maybe I'm just crazy!
Cräfty (EUW)
: > Alright dude, you need to calm down. You are absolutely raging about something that hasn't even been tested and released yet, and making poor comparisons about it already. First of all, official Riot sources gave the info to the public. That makes it prone to criticism and discussion. Second, I think my comparisons are on point and many people agreed with me already. > Not many people like Cursed Blade and it likely needs to be nerfed and/or reworked. That is agreed upon by most. Glad we, at least, agree on that! > However, building an item is a very small investment compared to investing in multiple champions to get an Origin bonus. I disagree. In TFT, items are more important than units. You build your comp around the items that you get, not the units that you get (which is sad, in itself). How many times you get 2 of the same unit pop up in the shop, you look at your items and say " _**Well, sorry Shyvana**_ (for example), _**I don't have Warmog for you**_ " and just skip them?! You don't think " _**I'm gonna go Gunslingers and I'll put whatever items I get, on them**_ " but you think " _**If I wanna go Gunslingers, I need at least {{item:1043}} and {{item:1057}} to make {{item:3137}}. Otherwise, I will go something else, depending on what items I'll get**_ " You know what I mean?! > We don't even know how strong these champions will be, and how much you have to sacrifice to get the bonus combat/synergy wise. Read the **Hextech** origin trait description (Officially released by Riot): " _**At 2/4 Hextech will disable 2/4 random items on the enemy’s board at the start of combat.**_ " I don't need to see the actual hextech units in action to realize how broken and bullsh*t this is. The individual units themselves might be fine, but the origin effect is OP. It doesn't take a genius to figure this out, come on, bruh!
> First of all, official Riot sources gave the info to the public. That makes it prone to criticism and discussion. You aren't giving constructive criticism though, you are calling them flat out stupid and freaking out like a child over something you haven't even tried yet. > I disagree. In TFT, items are more important than units. You build your comp around the items that you get, not the units that you get (which is sad, in itself). I didn't say which was more important, I said which was more of an investment. Gunning for the two items to build a single item that works well on multiple champions is far less of an **_investment_** then trying to buy up a 4 champion Origin all game. The risk/reward of spending your gold early to get a specific Origin bonus is far more risky then nabbing a single item on the carousel that may become a Cursed Blade, for example. > I don't need to see the actual hextech units in action to realize how broken and bullsh*t this is. The individual units themselves might be fine, but the origin effect is OP. It doesn't take a genius to figure this out, come on, bruh! Again, you missed my point. How strong individual champions are on the board matters as well was my point. It's like if you are trying to get that 6 demon bonus, so you keep that garbage Elise on board late game even though she's dealing out a whopping 120 damage a round. We don't know if there will be a good carry or how overall strong the Hextech champions will be, meaning it might be a gamble to go for them for the Hextech bonus over Origins with overall better combat champions. Plenty of ways to make it a trade off, which we have no knowledge of yet.
Cräfty (EUW)
: Ruining in-game progression: Hextech origin, as if Cursed Blade wasn't enough!
Alright dude, you need to calm down. You are absolutely raging about something that hasn't even been tested and released yet, and making poor comparisons about it already. Not many people like Cursed Blade and it likely needs to be nerfed and/or reworked. That is agreed upon by most. However, building an item is a very small investment compared to investing in multiple champions to get an Origin bonus. We don't even know how strong these champions will be, and how much you have to sacrifice to get the bonus combat/synergy wise.
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=MOKAAPqk,comment-id=0002,timestamp=2019-07-31T18:22:59.294+0000) > > Hextech is interesting... potentially a counter to those hyper carry RFC Draven's in the corner. Of course you can't pick the item, but if you disable 4 the chances aren't too bad. It actually forces people to start putting items on as well. If you have only 3 items on the board and are saving for others, those three are disabled. Which means you HAVE to add items to hopefully negate, which removes some of the "Hold until I'm g2g"
True as well. I was just thinking that if RFC gets disabled, for example, it'll force those hyper carries out of the corner without the double range and really mess with the strategy, which I like.
phoda (EUNE)
: Pyke + frozen heart [GAME BREAKING BUG]
They are on it. Source: [@Mortdog (Riot Mort)](https://twitter.com/Mortdog/status/1156597067906555906) > We're going to prep a hotfix for as soon as possible (could be this afternoon) to address the following: > * Frozen Heart stacking too strong > * Akali Spell crits 100% of the time > * Reverting Cho's spell damage buff > Will post again once it's live.
: 4 New Units are being added to TFT as well as a new Origin
Hextech is interesting... potentially a counter to those hyper carry RFC Draven's in the corner. Of course you can't pick the item, but if you disable 4 the chances aren't too bad.
Toadwart (NA)
: Stacking items has to go (2x Frozen Heart Pike)
Been watching the double frozen heart Pyke alot on streams at work today. Absolutely disgusting.
DUDE BRO (NA)
: 9.15, Normalized item drops?
I like that they are patching so frequently and paying attention to over/under powered synergies. But Riot COME ON... NOBODY thinks your RNG of coins versus items is good AT ALL. Getting random items is more than enough to make the game different each time, you don't need to screw people over and have to further rely on carousel RNG. It's just bad design, wake up.
: > [{quoted}](name=We Are Venom336,realm=NA,application-id=RaE1aOE7,discussion-id=lL4jmnQP,comment-id=000500000000,timestamp=2019-07-30T15:04:32.859+0000) > > if u want to see ur tft points u need to go to the rank tab in profile n under the bar where it shows u what challenge players are go to tft I don't see any reference to TFT points over there...
I found it. On the Ranked tab, you need to use the drop down on the top left and change it to "TFT".
Ztoka (NA)
: Ya, tab was there for beta/beta quests rewards etc.. Now you just have to click play like normal and select the mode.. Definitely not gone though.. W/o beta rewards I can at least step back for awhile til they come back which should be soon for round 2 :)
Where are we going to see our TFT weekly reward missions then? I'm not sure if it's viewable elsewhere or not. The League client is a total cluster f* for people who only play TFT. Really wish they would've invested in a separate client for it.
Barkley (NA)
: yeah.... brawlers in general stop working after about silver. I spammed the crap out of on-hit volibear. Eventually people have seen it enough and figure it out and just start dumpstering it. I wouldn't rely on the ol' bear for too long. He's good for stomping noobs, but once you start getting into gold/plat he gets destroyed fairly quickly by all the people spamming yordles/demon/glacial.
But... Volibear is glacial? You can still easily build him in a glacial comp.
: I disagree with people saying there is a lack of tactics in this game, as you have the ability choose items on the carosel to affsct your comp and unit placement has a major affect on winning or losing against an enemy, even the way you spend your early gold whether for units now or level rush to get better units for later earlier.riot even implemented a higher drop rate for items in later creep waves if you had bad luck early. Gunslingers are best but far from the only comp that works and even things like warmogs and gunblade aatrox are counterable with red buff and morello
I agree there are some tactics. Paying attention to what champions is being purchased and reacting is a good part of the game even if there is RNG to it, for example. Then there's things like item RNG which there is just no excuse for. Riot needs to pull their collective heads out of their butts and normalize item drops based on the overwhelming community feedback AND what every other auto chess game is doing. The item you get being random is more than enough to change each game and force you to make critical decisions, f**cking coins is a slap in the face. It's mind boggling it's taking them this long to realize it. Next priority would be there are clearly synergies which are just far too weak. I heard there are upcoming changes for Void which is good, because it's currently clearly a joke, as an example.
Rioter Comments
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=0JL7IMEr,comment-id=00050001,timestamp=2019-07-29T01:20:23.273+0000) > > This is the Morde argument, and frankly I don't like it. > > "Morde is bad because Phantom is good". > > How about balance Phantom and Morde instead of having to make one of them bad at sacrifice of the other? Wait how did i even argue anything remotely close to the morde argument? I stated that elise kinda sucks horribly unless she transforms, and even then she isnt actually that great at all. The only merit is that she does a bit more damage to your legend if she wins than usual but its not by much at all, if you replace her with a stronger unit that helps you win fights easier with more units alive then its just more profitable.
Sorry, I was responding to the original part of this tread: > [{quoted}](name=Z3Sleepier,realm=NA,application-id=RaE1aOE7,discussion-id=0JL7IMEr,comment-id=0000,timestamp=2019-07-28T03:57:15.609+0000) > > It's the upside of having an Elise, since there really isn't any other upside other than being a token synergy unit. The Riot forums are absolutely horribly designed and not intuitive compared to many other forums I've used, lol. Can't even highlight a section of a post and quote it, jesus.
Barkley (NA)
: If you took this away from elise there would legitimately be no reason to buy her, though. This is the ONLY good thing about Elise. Everything else she does, someone else does better. Shapeshifter? Gnar is better. Shyv is better. Nidalee is better. Swain is better. Demon? Pick a different demon -- they're better. (Evelynn is probably just as trash) I wouldn't mind if they got rid of elise's extra damage IF they allowed her spiders to apply on-hit effects. But since her spiders don't apply on-hit effects -- this is kinda the only thing she's got goin for her, bud.
> [{quoted}](name=Barkley,realm=NA,application-id=RaE1aOE7,discussion-id=0JL7IMEr,comment-id=0006,timestamp=2019-07-28T17:18:33.985+0000) > > If you took this away from elise there would legitimately be no reason to buy her, though. This is the ONLY good thing about Elise. > > Everything else she does, someone else does better. > > Shapeshifter? Gnar is better. Shyv is better. Nidalee is better. Swain is better. > Demon? Well ALL of those champions cost more, so I would expect them to be better. They patched Elise from 2 gold to 1 gold for exactly this reason. Common units are meant to be early game into synergy, not have perks late game. Spider damage should most certainly be removed IMO.
: Elise is a super weak unit in pretty much all other regards though. I mean even for a 1 star, compare her to say Garen, Darius, Tristana or kassadin. Elise hits you hard if she ends up survivng a round with her spiders? Its a mini miracle if she actually gets that far.
This is the Morde argument, and frankly I don't like it. "Morde is bad because Phantom is good". How about balance Phantom and Morde instead of having to make one of them bad at sacrifice of the other?
: TFT just reminded me why I quit Hearthstone
At least in Hearthstone it's a known RNG quantity. You actually build your deck and it's a staple of any card game as to what you draw after shuffling is RNG. TFT, on the other hand, is just like "LOL YOU GET NO ITEM FOR NO GOOD REASON".
: HIGHLIGHT CHAMPIONS THAT WILL LEVEL UP IF YOU BUY ONE IN THE SHOP
This gets into the grand debate of how much should the game help you versus how much part of skill of the game is being able to quickly react and identify what you need. Good luck.
: He is a rank 1 and Aatrox is a rank 3, so that is somewhat to be expected.
Well yeah, but Morde seemingly is kept weak because the Phantom buff is very strong. Meanwhile, Aatrox is a solo carry with the right items with one of the best synergies in the game currently (demon). Not balanced at all.
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=ZoEIWAxJ,comment-id=0007,timestamp=2019-07-25T19:17:20.036+0000) > > How to fix? Removed Cursed blade and introduce a better item. Can you be more specific? Just saying remove the item and replace it with something better which I can only assume you mean something that's more fair because let's be honest it's already the best item in the game isn't exactly what I made this post for. FoodMalfax gave a suggestion to help with this issues. I would love to hear something a little more concrete from you. If you have an idea besides just flat out remove it then I don't think this issue will be resolved. Riot is the type of company to try, try, try again until it works that's why Ryze is on his like 5th rework. I'm not saying it'll never be removed because items in League have been removed in the past. I'm only stating that it'll be reworked before it's removed unless there's absolutely no way they can find to balance it which is why I made this post to begin with. So we the players (hopefully) can have some say in how it's reworked. Simply nerfing the % on CB isn't enough and it becomes a numbers game... How much is too much? How much is too little? Would love to see your item suggestion though.
As many others have suggested, Wit's End could be a less toxic combination of Bow + Magic Resist. I'm not going to bother giving exact stats on what it would provide, as Riot ultimately has to do that... but obviously some kind of on hit effect that doesn't devastate levels. Maybe it can be balanced, but it's just such a polarizing effect that it seems like it'd be far better for the game just to abandon the concept and try something else.
: Gunslinger Cursed Blade Meta and How to Fix It
How to fix? Removed Cursed blade and introduce a better item.
: > [{quoted}](name=iainB85,realm=NA,application-id=RaE1aOE7,discussion-id=V71MbFJF,comment-id=0009,timestamp=2019-07-25T00:43:22.946+0000) > > A) Knights don't scale well enough to even come close to draws towards the late game. > > B) That's not a fun mechanic to design around, even if it did. Make it so your comp just stalls enough to cause a draw and call it a win? That would not only drag every round out for everyone else, but feel pretty lame at the same time. So tanks should kill things quickly?...
They should be able to kill things within the round time limit, yes. Forcing draws as a strategy would not be a fun mechanic for most people I think.
: The buff Knight needs.
A) Knights don't scale well enough to even come close to draws towards the late game. B) That's not a fun mechanic to design around, even if it did. Make it so your comp just stalls enough to cause a draw and call it a win? That would not only drag every round out for everyone else, but feel pretty lame at the same time.
: the worst part is you don't even need more than 2 Glacials, just 2 alone proc it enough to win most rounds. I straight up surrender when I see an enemy get a level 3 Volibear. I have not yet found a comp that can deal with that. Ninja/Assassins, Noble/Knight/Imperial, Noble/Knight/Gunslinger, Demon/Blademaster, Wild/Sorc/Shapeshifter/Dragon, nothing works against it... I always come in 2nd by a huge margin.
I beat a couple of Volibear stackers tonight with 4 imperials and 3 blademasters and well itemized tier 2 Swain and Draven in the end. However, this is probably because so many people were trying to cheese Volibear I was able to stack a late game real nice because nobody was even looking at what I needed. None of them had full glacier either, again because I think there was at least 3, maybe 4, all trying to do the same thing. If there's any saving grace in the design of this game, it's that when people find something that is OP they can essentially all cuck each other and lose trying to do it, haha.
KiddFly (NA)
: Why does "Play" button on TFT screen take you to normals?
No good reason and another thing that makes it feel like this mode was rushed out without proper testing.
: Cursed Blade can reduce FOUR levels?!
Item just needs to be removed or completely reworked. So far it has too low of a chance to go off to ever worth being combined, or now it's ridiculous when it has a decent chance to proc. I also think having it not stack would again make it not worth combining unless you had no other option again. Just a crap design item.
: ***
Really? While the spiders are a good delaying tactic, I feel like whenever I build Elise she's being FAR out performed by even 1 star champions on the damage chart. Feels like she does almost nothing except hopefully soak some damage, which doesn't win games.
: yes everything you said is right, the buy same tier strategy might not lower by a lot but its still something and its always recommended to buy champions if you have more then the interest gold [ex if say you have 15 gold then buying who ever comes in your shop until 10 is a good idea even if you dont want those champions ] another strategy is you can buy champions to deny opponent in late late game, for example if you have nothing left to do with your gold as 3 starring anything is way to expensive to do before game end and theres a guy with 5 nobles and want kayle for his noble buff you can buy kayles and hold them hostage this will make it harder for him to get her and max her. i once holded 7 akalis in a gun slinger comp [i was using her and thought i could 3 star her] and saw the in the top 4 , 2 other players were looking to upgrade her for their assassin/ninja comps but could not get even a 2nd akali, to bad the 4th person killed me and released all the akalis :/
Denying is a valid strategy, but IMO so hard to do with the current interface of the game. There should be a "tab" board where you can quickly check champions selected similar to the post game stats. Cycling through everyone's board is so cumbersome to me.
: Disucssing how disappointed I am with Riot Games development of TFT from Beta to live...
While Akali / Voli are obviously over performing and need to be adjusted, I think you are a bit biased. Did you ever think all of those synergies were "viable" because almost nobody knew what they were doing? Metas are going to be established in competitive online games like these no matter what Riot does. As long as they remain active and making changes I'm not waving the doomsday flag quite yet.
: Barring all the other issues in this game there is one issue that just simply can't be ignored
That happened several times during the "Twitch Rivals" 125k TFT tournament, along with a streamer getting an ENEMY champion on their bench that they could not remove, thus permanently losing a slot. It's a little embarrassing for Riot at this stage that they put this game on the live client and released a competitive mode for it.
iPariser (EUW)
: The Client is so bad
Or the play button on the TFT tab just throws you into general instead of competitive instead of giving you a choice. It's very sloppily done at this stage, no doubt.
Heliøx (NA)
: > [{quoted}](name=Barkley,realm=NA,application-id=RaE1aOE7,discussion-id=zTM483is,comment-id=0000,timestamp=2019-07-21T19:12:29.410+0000) > > If someone gets 2 items early and goes on a win streak, just sandbag yourself and go for the loss streak economy while you wait for more items. > > Statistically, in later rounds he'll get less items and you'll get more -- which will put you on even footing item-wise. > > And he'll have done one of two things -- he will either have saved his money and rode his win streak the rest of the game, building up economy (in which case you're evenly matched and the better player can win through skill, and you've had this whole game to build specifically to counter him) > > Or he'll have foolishly spent his money in an effort to maintain his power advantage through the game and win by brute force -- in which case he probably isn't expecting the last-place guy to all of a sudden make a surge with a comp that beats his, and you win. > > This game is as much about how you play as it is how other people play, and item RNG is designed in such a way where if you don't get any items in one round, your chances of getting items in the next round are higher. So it tends to even out. > > And even if it doesn't and you're in the RARE instance where you get ZERO items all game long, and your opponents get 6-7 items, well.... shit happens, friend. Go next. This is statistically rare, and the only reason it sucks so much is recency bias. If you were to look at your last 10 games (oh wait, you can't! There's no match history) you would see that this just simply is not the case as often as you think. > > It is much more often the case that everyone ends the game with roughly equal items, because that is how the system is designed -- and its working as intended. I'm not saying its a GOOD system, I don't like it myself. I think everyone should get the same opportunity at items, with MAYBE ONE or TWO RNG items appearing in each game -- but that's not the point. The point is that the current system is not nearly as terrible as people make it out to be. Terrible? Yes. But not nearly as much as people want to believe. > > If we made a pie chart of all the reasons your win rate isn't quite as good as you'd expect it to be, item RNG would be a nearly negligible slice of that pie. There are other factors at play, here. > > And even some of those might not be your fault, either. Broken heroes. Broken items. Heroes standing around. Bad draw. Some comps are just plain weak. That sort of thing. > > But item RNG is a very, very small part of your win rate. Him getting less, and you getting more going on a losing streak is 100% incorrect. The games based around RNG/LUCK, you just get more gold. We tested both losing streak, winning streak to get items, and its been pure luck any way you look at it. This game has no chance of someone being skilled/tactical and saying they won because anything other than luck. Also, ending with same amount of items is not true either, and also some people end up with like 3-4 gold champs, while you are stuck with all Silver, Bronze champs... so ya, no you are not right on the games design. Because it surely isn't working that way.
> [{quoted}](name=Heliøx,realm=NA,application-id=RaE1aOE7,discussion-id=zTM483is,comment-id=00000002,timestamp=2019-07-21T22:00:38.426+0000) > > Him getting less, and you getting more going on a losing streak is 100% incorrect. The games based around RNG/LUCK, you just get more gold. We tested both losing streak, winning streak to get items, and its been pure luck any way you look at it. This game has no chance of someone being skilled/tactical and saying they won because anything other than luck. That's a bit hyperbole. The RNG factor is certainly over tuned at this stage, but saying the game is entirely RNG/LUCK and decisions throughout the game are meaningless to victory is certainly false. There's still critical decisions like looking at the overall champion pool and deciding when/what champions to roll for based on that, and whether to grab items like the spatula for certain synergies or what not that can totally change the outcome of any given game.
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iainB85

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