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Typical game of TFT

Scramrail··6 votes·3,261 views

Get 0 items from the first 3 stages.

Get a legend or 2 to level 2 in the first 3 stages.

Get a strong 40-50g economy.

Spend the next 40 rounds getting curb stomped by level 3s with top tier items while dumpstering your entire economy trying desperately to get the last one or two pieces to get some level 3s or get a higher tier legend to level 2 so theyre actually useful to your team comp. Something needs to change, because the design of this game mode right now is just absolutely detestable.

RNG on this level is insanely unhealthy for a game to be designed around. The more RNG that exists in a game, the more poorly designed it is at the very core of its being.

Even the update to item drops (which sounds like its going to make later creep waves harder, which seems asinine) sounds like its not really going to change anything. Even with guaranteed drops on certain stages, there will still be opponents who had better luck than you so GG might as well pack it in cause that double rage blade/rapid fire vayne/draven is going to obliterate whatever team you can cobble together.

7 Comments

Nik Nikerson1 votes

If you don't like this type of game, just don't play it. It's really that simple.

Vreivai1 votes

It's just that it's a joke that Riot is trying to pretend this is going to be a competitive game mode, implement a ranked system, etc., when luck plays such a large factor in determining the outcome of a match that skill is negligible.

Nik Nikerson1 votes

But it isn't that dependent on blind luck. You're drafting against other people out of a shared pool of champions. It's a matter of probability and decision making more than it is luck.

Scramrail1 votes

Of course its just luck. Ive built comps out of legends no one else is building and still struggled to find enough to get level 2s never mind 3s. I literally just got out of a game where I spent 8 rounds looking for ONE more Gnar, no one else was building Gnar except me, and I never fucking found it. Going through reroll after reroll looking for legends no one else is building and getting screwed is absolutely infuriating. Almost as much as selling a legend you just cant level up, only to start seeing them in every single bucket you get going forward.

An increased chance to get legends you have on your team and/or synergizes with your active traits would go a long way to making this game mode actually tactical. Right now, whoever gets off to a good start in the first few rounds with items and level 2s basically just wins the game because they can leverage those advantages very easily into a strong mind and late game team. And its all just luck and RNG!

Maybe if they just want to continue with the lazy design they can at least let people just leave the game before round 5 if you get crap buckets and item drops because at that point youre just not going to win from there no matter what.

Vreivai1 votes

Please tell me how I can influence item RNG other than selecting from the carousel (which is also heavily RNG influenced in what appears and what the position of the items are relative to you when it's your turn to pick).

PenthouseMack1 votes

Yeah it's a lot of luck. You have to do what you can to influence the probabilities in your favor then hope for the best and make sure you're positioning well. Also, you have to pay attention to what other players are buying. If 2 people just tier 2'd a Garen in 1-2, the odds of you doing the same are low so don't buy the one or two strays that you may see etc etc. We could go on all day but that's the game in a nutshell. Like other posters have said, it's all probability. You have to play enough while putting yourself at 51% or more to top 4 and then spam games. With that increase in chance to win from knowledge and skill, you can expect to win enough of your games to "climb." Yes there will be win and loss streaks.

Pika Fox1 votes

If youre getting a 50g econ, youre not getting t3s. You get t3s by rolling early, at 20-30g max. 50g is getting t2 4/5 cost units.

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