Thoughts on Competitive TFT

xFLVCKO·7/25/2019, 8:03:06 PM·1 votes·1,281 views

I just wanna offer some thoughts and see what you guys have to think. I've been playing a decent amount of ranked tft and this is what I've observed

-From Iron 5 to Gold, the level of play has not improved at all, which makes me think the game has a VERY low skill ceiling in its current state. I'll see what happens as I continue to climb.

-There are VERY few viable strategies. Gunslingers/Pirates is by far the most consistent strategy in the game and to me there is not a close second. Assassins/Ninjas are very good but you often are incredibly reliant on finding a 2-star Akali before you die.

-The current system of bottom 4/top 4 is wrong for competitive play. I'm not exactly sure how to fix this at all, but I don't feel like it properly rewards high level play. My only idea to fix this is buffing the early game of good late game strategies (or even better, buffing the late game of good early game strategies). This encourages playing to win rather than playing to get top 4.

-Pirates need to always give gold after passive income. There's no reason to add home/away RNG.

-For those of you who only play league and aren't used to strategy games like this, we all need to remember that the game does not need to be balanced, it needs to reward good play. Making bad things better and good things worse does not always achieve this.

-Riot NEEDS to make a better AI before this game is competitively viable. Aside from intentional RNG, you should theoretically be able to predict the outcome of a fight before it happens. There shouldn't be unintentional variance at all. Imagine if a 5/5 hearthstone card accidentally hit face for 6 damage.

-The what I like to call "phantom games", where you can beat someone but they take no damage, need to be addressed. I think the matchup system when there is an odd number of players should be looked at overall. There must be something more fair than an all risk no reward fight. (this isn't a huge deal, but should probably be looked at)

-There needs to be more counterplay options against ranged auto-attack based champions. You can say there are, but there aren't. My issue isn't that ranged champions are too good, it's that there's no way to effectively tech against them.

-I have no proof of this, but it feels like instead of true RNG, seeds are created at the start of the fight, causing duplicates of certain "random" occurrences.

My short term concern is that there are so many technical aspects wrong with the game right now that competitive play is completely meaningless.

My major long term concern is that the game itself is destined to have a very low skill ceiling, will be solved easily, and has no hope for competitive play regardless

Feel free to discuss/share your thoughts

4 Comments

0megon7/25/2019, 10:15:51 PM2 votes

Phantom games are easy wins as no synergy works for them. If you loose to bot you are severely behind and you would take much more damage if it would be real opponent with their synergies online.

You do not see any improvement as the matchmaking is really wide right now. Silvers playing with golds and so on. And if someone plays in a party it might get even wider.

FrancoTheHating7/25/2019, 8:24:19 PM1 votes

just got to gold, can agree the skill of other playes didnt improve much, but there is simply an easy answer to why, at silver 1 as 7th place i lost about 20-30lp

and being 2nd game me about 50lp while being first about 70lp

the higher you get the less lp you get so eventually it would even up. and people with average of negative losses would lose more then win, so eventually i would assume there is people who are much better.

  1. battle outcome isnt an issue at all. there is way to much rng to make it Always play out in one way there is 25% crit on all units there are demons that burn mana there is glacials, and yordels

so you just cant make it Obivious who would win. and its fine i would argue making it Dynamic would make it boring and wont help at all.

  1. the AI isnt really that bad i played dota auto chess and compered to auto chess riot at least made it obvious what you units would target with their spells (in some cases) while in dota auto chess it was pure random, and really anoying tho they should fix MF ult targeting because the last time i got her she would ult one enemy instead of the whole team.

  2. about low and high skill cap, my problem is that, players who save no gold, and waste it all up, instead of using it on levels, or just to get to 50 gold and get interest, get rewarded to much for it, getting lvl 3 champion is just much better, then getting extra unit (in most cases).

also leveling up to level 8-9 is way way to expensive, and i just got to the conclusion not worth it. you better off spend those 100 gold on getting level 3.

why is leveling from 8-9 is like 80 gold? that is crazy expensive, not to mention that even leveling from 7 to 8 is crazy expensive but combine it with level 9 and you just gave up about 150 gold with interest.

you need 30 turns of interest to just get that much gold

Riot pls cut off the cost of level 8 and 9 in about 30%-50% and the celling and would just get much better

imagine this a player who waste all his gold for rerolls will have 3-4 lvl 3 champs and get to lvl 7 at best.

now another player who saved money can much more easily get to lvl 9 get extra 2 units and finnaly have a chance without a single lvl 3

sliceruser7/25/2019, 11:23:56 PM1 votes

What im seeing here is your upset with gunslingers+pirates whilst being a good comp is def not as strong as you make it out to be, also a lot of the skill level below gold will remain incredibly variable as the game released far to soon for fully spread elos at the same time i have noticed a significant increase in player skill after gold