Teamfight tactics suggestions/thoughts

Zenox·7/4/2019, 8:49:47 PM·2 votes·888 views

As i fellow player who had decent amount of games in dota autochess mode,(very few games of dota underlords) and now decent amount of teamfight tactics, i would like to give my thoughts/suggestions for tft.

I recently saw one topic where someone wrote 5 things that teamfight tactic should change to make game better and one of those things was game duration. I can't really agree with this one and i will give my reason for it. Anyone who played dota autochess mode know how much time it took to finish one game and it certainly wasn't short. Usually normal game of autochess was around 40 mins sometimes one hour, but it always had a lot of players playing it-reaching 110k players on daily basis. When players saw autochess genre in dota they surely didn't think it would be short type of game. As it's name suggests it's type of chess with different units and as in typical chess game can end shortly or last for quite some time depending on player knowledge and in this case rng as well (items/units). I don't really have problem with game current duration in fact i think it's a bit shorter then other version since players rarely reach lv 9 even the ones who are in 1st/2nd place, but i guess spatulas can help regarding that issue. I understand that for league of legends players who tried new mode game feels quite long but the thing is if this stays as permanent mode then players have option to play any of current mods and choose which one they like most. When other mods came out some players liked them some didn't but if some modes come out and stay permanent then players can just adjust to them if they tried them and actually like them. Then time won't be problem cause it passes really slow once you love the game as it is.

Now regarding items, teamfight tactics made that one unit can have max 3 items unlike other games who currently have 6 items and other one has one which is more like glyph. This isn't bad idea but it creates new problem, since rng is almost everything in autochess genre players aren't limited on obtaining this items early. So if you get blessed with rng you can get items like infinity/rageblade or infinity/rapidfire in first 3 rounds. There should be some cap in items obtaining, for example dota autochess mode was made so that in early rounds you can get some weaker items and then as you get to higher rounds in tft case that would be raptors or infernal drake there is higher possibility to get higher quality rewards. This limits players so they can't get best gear in game early and that way players have more chances to get to higher rounds, they won't lose as much as against players with higher tier items.

Item changes.I think currently items like dragon claw, phantom dancer, rapidfire should be nerfed. The reason behind it is quite simple they are too strong atm. For example if one player who is in top spot is playing mages like 6 mages buff and then some tanks for cc/front one player can just put dragon claw on one of his carries and in better cases few units and mage guy is forced to ether add some heavy ad unit to his comp or transition out of mages which can be hard for any team comp to transition depending on game stage/duration. So i really think that 83% magic resistance is too much maybe 50% would be decent so that mages can actually still deal some damage to those units that have dragon claw item. Same thing for phantom dancer and rapidfire canon in my honest opinion i don't think there should be item that guaranties critical dodges close to 100% and same thing for items that alows unit to always hit their target. Like phantom dance should give some % of dodge to critical strikes not 80% or higher, same for hit rate on rapidfire canon cause otherwise team comps like yordles or assassins would have quite difficult time against player who just have one or 2 items to counter their entire team comp.

I think that some synergies should be nerfed and some maybe a bit buffed. For example phantom buff should be nerfed since it can be obtained quite fast like on 5-6th lv players have chance on getting purple tier units where we can get kindred and mordekaiser is lv 1 unit. This debuff literally reduces hp of one unit to 100 and then one hit/spell is enough to kill it and this debuff works on mobs the only difference is that on drake mobs and rift debuff reduces mob hp on half instead of 100 . I think this should be case as well for units, instead of leaving them on 100 hp better cut their hp on half or maybe rework synergy to stun target for few sec. Knights should maybe receive some buffs since rarely anyone goes 6 knights cause it's hard to get good team with them to have damage as well and 4 knights buff isn't that strong.

Also wanted to talk about of tft system for placing units on board. Right one players are kinda limited on how much units they can actually hold on their bench. What i mean is that once you fill your bench you can't buy more units so you are kinda forced to sell some so you can continue rerolling. This is totally fine as it is but i really think we should be able to put units on board temporarily so we can reroll more and if we fail to upgrade our units and we have more units on board when time runs out then one of 2 things should happened. For example if we are lv 5 and we tried rerolling run out of space on bench then put 3 units on board so now we have 8/5 and time runs out then either last 3 units that were put there automatically get sold or make it higher risk as in other version and sell random 3 units on board. But i understand that game should be different then other autochess games so it makes sense if some things are different and we just need to adjust.

Currently one of overpowered units is swain rank 2, since once players put dragon claw/phantom dancer or both and lets say some ability power item or maybe Warmog and this unit is unkillable. Nerfing dragon claw/phantom dancer should have decent effect on strong units such as this one but unit it self could be a bit more balanced maybe lower hp drain that swain get while he is transformed.

Number or rounds. This one is't that big of deal but it could be better. What i mean is number that indicates on which round we are currently i personally think it's much better to have single digits rounds like 1,2 then current ones which goes 1-1,1-2. Sometimes is difficult to track on what round i am currently it would't change anything big but it would be a bit easier to know on which rounds are mobs even thought they are shown as well.

It would be nice to have patch notes for tft on league of legends cite or maybe implement something in league client so players can have faster and easier access to them.

I compared teamfight tactic with 2 other games (although one is mode as well), that are in same genre gave my honest opinion and thoughts about game as it currently is.

I apologise for any grammar mistakes that i maybe made in this post, english isn't my native language and just to clarify once again these are just my thoughts, and suggestions for teamfight tactics mode.

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