Riot, please stop playing your game and fix it. This is literally annoying.
I literally never care about the discussion boards, but holy moly does this need some addressing in lenth. Let's get started.
ISSUE ONE
- Targeting
Okay, so I get it. your game is in beta. You can't fix everything right away. That said, I believe tft has been on the live servers for a few weeks now, and you've definitely had a very large sample size to draw from to see what issues are consistently arising, but I'll use my own games as an example. I have been playing team fight tactics a bit, and granted I'm not grinding as hard as some people, I still feel I have played a considerable amount of it, much like your employees supposedly have been. So we should have been actively working to fix the NUMBER OF UNITS WHO FREQUENTLY JUST AFK ON THE BOARD. Example for today, I drew a game I otherwise would have won because my enemy nidalee afk'd, but in a way that made it seem as if the unit just didn't exist. My Aatrox wanted to fight her, but was instead just standing there, staring at her, wishing he could figure out where the nidalee was. Warwick is another unit that frequently 'griefs' by just looking at units and letting them hit him until he decides it's time to ulti and fight again. This is actually a frequent occurrence for more than just the two champs, but these are the ones that come to mind.
ISSUE TWO
- Pathing
HOLY SHIT, I CAN NOT TELL YOU HOW LITERALLY STUPID THE UNITS' PATHING IS. On several occasions my garens have just decided they needed to walk full circle around the board to go flank an enemy that they could have just been hitting by walking one space in the other direction. You literally can not tell me this makes any sense. And sure, I have a pretty good idea as to what's happening, since it seems that the units will try not to occupy the same space. But if you want to see an example of your horrible pathing in action, place a Graves in the third space from the left in the top row with any melee unit (Garen is the one I use the most) in the space immediately to his right. You'll watch as, rather than stand still or advance, the unit decides to step back a space away from the minion it is trying to fight. I assume this is because he is trying to move up to attack the unit graves is in front of, but the minion fills the space first and so he tries to move around graves instead, but then changes target. Regardless of how it's happening, it's creating a negative experience for me and MANY other players who are playing team fight tactics. Your game has a ranked ladder, but honestly looks worse than a bethesda game on release.
ISSUE THREE
- Ranked wins not giving LP, and the lp payout being super inconsistent
Oh boy was I hoping the ranked system would be clean, considering Riot has had almost a decade to perfect their ranked system in the first game, but boy does it seem like you guys have learned EXACTLY NOTHING from your actual ranked system in the main game. First of all, I have lost LP for being fourth. I have gained zero lp for taking first place. I have gained lp while placing fifth. While I'm sure after all the bugs and weird occurences, my lp is roughly right where it should be, I don't think I should have to explain the psychological impact of literally stagnating while taking first place. While I certainly am no expert in the matter, I play a considerable amount of video games, and can tell you, as a consumer, what tends to turn me off from a video game is when I'm not even remotely rewarded for my successful endeavors.
ISSUE FOUR
- The items
Now, all the other things on this list are just bugs/spaghetti coding that you can probably fix if you'd stop playing TFT during office ours and start, ya know, fixing TFT. But this one is absolutely more of a "I'm just bitching about my own poor experiences, this likely isn't the norm," kind of complaint. So, as of posting this on 7/21/2019 at around 5.30 est, I have played probably somewhere between 5-10 (I don't really keep track of how many games I play) today, but I'm about to queue up for another one after this, so it's going to go up. I would say this is probably an average amount for me. And in this time I have MANY concerns with all of your items and inconsistencies (also, please stop giving me 5 needlesly large rods, I don't need that many rods)
- Locket of the Iron Solari
Okay, I'm gonna say it. You buffed an item in response to removing it's ability to scale with ability damage from champions, which I hear was a bug. Yeah, I get it, part of it's power was that you could use sorc buff to make it op op. But when you fixed the bug, you buffed it. Because, ya know. It was getting weaker. Weaker than it was in a bugged state. I want you to read the last sentence a few times and stew on what you did.
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Runaan's Hurricane OKAY. SO THIS IS A THING THAT I LITERALLY HAVE NO IDEA HOW TO EVEN APPROACH. SO IT PROCS GLACIAL BUFF. BUT IT DOESN'T PROC DEMON BUFF. BUT VOLIBEAR DOES. BUT HE DOESN'T PROC RUNAAN'S. BUT HE DOES PROC TITANIC HYDRA. BUT HE DOESN'T PROC STATIK SHIV A SHIT LOAD BECAUSE EVEN THOUGH EACH HIT COUNTS AS AN ATTACK FOR DEMON BUFF, GLACIAL BUFF, AND TITANIC HYDRA, IT DOESN'T COUNT FOR STATIK SHIV. ALSO, SHRINKY SWORD PROCS OFF OF HIM, AND OFF OF RUNAAN'S, WHICH I LIKE THE CONISTENCY THERE, BUT UH??????????????????????????????????????????????? I'M JUST SO CONSUED AS TO WHAT IS AND IS NOT ACTUALLY "an attack"
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Cursed Blade (I think that's the name, I just call it The Shrinky Sword) Okay, so I know I was angry about this last one, but I'm less angry about this one. I just think the odds of procing this item should more directly line up with things like sword of the divine. It feels like the odds are around 10-15%. But this item has a much higher theoretical impact. It turns hypercarries or tanks into less relevant and easier to deal with units. Also, shrinking to 0 stars? Really? That literally wasn't necessary. This item is probably a very delicate thing to balance, so I'm going to be very patient with it, as you guys have a lot on your plate to fix, but this one is the only one that is probably going to take a whole lot of work and playing and testing to have it balance out. So, no pressure on this one. Take your time, just make sure to err on the side of caution.
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The Silence Item whose name literally nobody actually knows because it's usually just atrocious as hell and doesn't do anything. This item is both simultaneously awful and way over-tuned at the same time. So, here's the issue I see with it. It's build path doesn't line up with the stats of champions who would probably want this item. Unlike other items that have builds that don't line up perfectly with champions who would want to build it, this one seems to miss the mark entirely. My best comparison is for champions who want to build Rageblade (more specifically, vayne, kindred, lulu, and lucian), they tend to miss the mark on wanting the damage out of the large rod portion. But this Rageblade compensates for it by having a passive that lends itself to those champions strengths, in that they literally get more attack speed by attacking, meaning they'll attack faster, and get more attack speed faster. Though they half of them don't really benefit from one of the stats, they do love the passive so much they can ignore it. However, the champions who would want to build the silence item (lucian, volibear, or graves) have little to no benefit from either stat, but the passive is so over-tuned that it doesn't matter. It's also incredibly situational, meaning that if you build it, it's because you happened to be sitting on the items, you got to the end of the game, and your enemy is the sorcerer composition.
All in all, I'd like to enjoy your game, and even continue to see it's ranked environment grow. But it's just not something that's even remotely ready to have a competitive environment. I don't think you need to disable tft, but rather start by fixing the lp gain issues and bugs, then concern yourself with balance.