feedback for tft

FkItILL1V9·7/6/2019, 9:16:46 PM·1 votes·768 views

I think the time we have to setup our team/purchase etc should be increased about 10 seconds every round and the match vs other players should speedup 2x or 3x

When i lag>1k+ ping some champs just stand there which is fine. But the disarm/silence items cause them to do the same thing with no different effects or icons showing they have been disarmed. i think there should some kind of alert.

This mode also seems more RNG based then other autochest games.

Items should be categorized tank,ad,ap,misc and everyone should be able to pick between the same 4 items every loot round.

I also think there would be better variance/strategy if more items where looted or done more frequently instead of building around 1 main champ. that pretty much limits the number of strategies.

Lastly i understand allowing a chance for people to catch up. but the biggest incentive here is to purposely lose until stage 3 so you get first picks, this also gives you a better chance of getting 50gold for interest since you won't even need to try. But if you made this less rng based i don't see as much of a need to allow people to catchup that started with poor strategy. i think everyone should pick from the same items and those that need to catchup should be awarded shop rerolls like 1reroll for top players 2 for middle and 3 for the lowest every loot round.

3 Comments

Hoosier17/6/2019, 9:33:28 PM1 votes

{quoted}

I think the time we have to setup our team/purchase etc should be increased about 10 seconds every round and the match vs other players should speedup 2x or 3x

When i lag>1k+ ping some champs just stand there which is fine. But the disarm/silence items cause them to do the same thing with no different effects or icons showing they have been disarmed. i think there should some kind of alert.

This mode also seems more RNG based then other autochest games.

Items should be categorized tank,ad,ap,misc and everyone should be able to pick between the same 4 items every loot round.

I also think there would be better variance/strategy if more items where looted or done more frequently instead of building around 1 main champ. that pretty much limits the number of strategies.

Lastly i understand allowing a chance for people to catch up. but the biggest incentive here is to purposely lose until stage 3 so you get first picks, this also gives you a better chance of getting 50gold for interest since you won't even need to try. But if you made this less rng based i don't see as much of a need to allow people to catchup that started with poor strategy. i think everyone should pick from the same items and those that need to catchup should be awarded shop rerolls like 1reroll for top players 2 for middle and 3 for the lowest every loot round.

Here is some feedback...

Riot leadership has no vision and decided it was a good thing to recycle a genre from the 90's in hopes that it would make them more money.

And it will from those who were born after and never got to play the great turn based strategy games like Suikoden and Final Fantasy Tactics.

When the "shiny new thing" feeling wears off then Riot will understand how much time and money they wasted on a stale genre.

This is a moba and we shouldn't have to go back in time because some little fella who's mother still wipes his nose gets an idea by stealing shit from 20 plus years ago and the leadership who obviously has mothers wiping their noses still, buys into the trash.

Riot trashed good game modes like Hexakill and Ascension and of course ARURF for this pile of OLD AS FUCK SHIT.