TFT Update Ideas

I Feast Tonight·9/13/2019, 1:59:32 PM·5 votes·4,947 views

I have some ideas for 2 new origins/classes, 4 new champions, and updates on a few origin/classes, champions, and items. I feel Teamfight Tactics would be greatly improved by adopting these ideas, especially those revolving around items.

Origin/Class

Juggernaut (New) Juggernaut would scale with 2/4/6 juggernauts to grant all ally juggernauts +.5/1/1.5% damage output and -.5/1/1.5% damage input, stacking per second and maxing out at 25 seconds (+12.5/25/27.5% damage output and -12.5%/25/27.5% damage input). This effect would not carry over fights.

Shuriman (New) Shuriman would unlock with 3 shurimans, making 1 random ally champion Ascended at the start of combat, upgrading that champion to 1 tier higher for the rest of the fight. This would not be able to turn a tier 3 into a tier 4.

Tank (Updated) Tank would unlock with 3 tanks, making all ally champions ignore and return 10% of all damage taken.

Phantom (Updated) Phantom would scale with 2/4 phantoms to curse 1/2 random enemy champions at the start of combat, reducing their health to 100.

Champions

Azir (New) Azir would be a "Shuriman" and a "Blade Master". Azir would be a ranged champion. His ability would be to, (naturally after obtaining full mana), disappear from the map for 6 seconds, leaving an untargetable sand soldier in his place. This sand soldier has the same attack range as Azir himself, but also has a pierce effect, and deals magic damage increased by ability power. These attacks from the sand soldier would be able to use the blade master effect.

Nasus (New) Nasus would be a "Shuriman" and a "Juggernaut." Nasus would be a melee champion. His ability would be to, (naturally after obtaining full mana), deal an extra hard strike that not only deals lots of damage to the enemy, but also heals himself.

Skarner (New) Skarner would be a "Shuriman" and a "Juggernaut". Skarner would be a melee champion. His ability would be, (naturally after obtaining full mana), to latch his stinger on his enemy for 4 seconds. While he does so, he steals health, but is unable to make other actions.

Sion (New) Sion would be a "Phantom" and a "Juggernaut". Sion would be a melee champion. His ability would be to, (naturally after obtaining full mana), gain a damage-absorbing shield for 4 seconds. If the shield remains unbroken by the end of the time, it explodes, dealing damage to nearby enemies.

Mordekaiser (Updated) Moredekaiser's role as "Tank" would be changed to be "Juggernaut".

Garen (Updated) Garen's role as "Tank" would be changed to be "Juggernaut".

Darius (Updated) Darius's role as "Tank" would be changed to be "Juggernaut".

Items

Golden Spatula (Updated) Currently, the golden spatula does nothing until paired with another item. I suggest we make golden spatulas grant 15% tenacity to its user.

Tear of the Goddess and Mana (Updated) Currently, mana is generated by attacking and being attacked. This makes recurve bow extremely strong. Currently, Tear of the Goddess grants its user extra starting mana, making this item not very useful. I suggest we make all champions have 100 mana capacity at all tiers (200 for shapeshifters), and naturally have mana generate at a rate of 15 per second. Each Tear of the Goddess would increase this mana generation by 5 per second. Attacks would not generate mana.

Drops (Updated) There is a lot of luck in Teamfight Tactics. In many areas, this luck is essential; in others, it is cumbersome and frustrating. One area it is especially problematic is in item drops. I recommend we gain stacks for each monster (or minion) we kill. Different monsters would be worth different amounts of stacks. After reaching some magic number, a 1-tier item or Neeko's Help would be dropped. That's it. No gold, champions, or fully built items.

Which ideas did you like? Which ones do you think are most important? Please let me know what you think about these ideas in the comments below.

2 Comments

DoubleOJay9/13/2019, 5:14:14 PM2 votes

I think these are some interesting ideas. I really like the Shuriman bonus, but I think it should allow a lvl 3 champion to become a lvl 4. Also, Azir should summon sand soldiers to attack for him at max mana, but he shouldn't disappear from the map. The sand soldiers should have a piercing strike, but shouldn't be able to move. At lvl 1, he should summon 1 sand soldier, lvl 2 he should summon 2, and lvl 3 he should summon 3. Think Draven with his axes. And if he has max soldiers, when he gets full mana, he would replace a soldier which is the only way to reposition them. However, the sand soldiers should be targetable.

Fun3ral Plann3r9/13/2019, 8:52:37 PM1 votes

I really like this idea. With team fight tactics being a new game mode that a large portion of players enjoys, it really needs to grow; otherwise, it will become old. This is a big change, which means that not only will people who may have been leaving will have their interest resparked, but old players will love the change. All in all, I agree with this and want to see this in the game mode.