TFT balancing
I feel like they spent so much time nerfing OP exploit-type comps / builds in TFT that it's all kind of screwed up now.
I just got 9 light + yi + twitch/vayne carry. In bronze. I took 4th place.
I realized at the end I probably could have made my melee units more tanky because 9-light is sort of lacking in the tank area. So I do see at least 1 mistake. I'm just confused as to how 9 light can just get rolled the way they did. I would think 9 anything would be really strong. This was very hard to get and I took a lot of early damage getting there..then right when I got it, I lost the next fight.
It's like they put these super high-end comps in, but to actually get one takes either a ridiculous amount of luck, or a ridiculous amount of sacrifice...usually both. THEN they aren't even strong...like at all.
My theory:
There's this thing I used to call ninja-nerfing on League. It was where Riot would do a patch, they would put their cute little patch notes out, but there'd be all these other things they do as well, which you have to really do the math to notice. Such as atk spd and ad not hitting thier full potential. IDK if it's still like this, but back in the day they had some ninja-nerf where if you got way too much attack speed, you would do less damage per hit. I remember testing it back in like season 5-ish. I was doing like 60 damage per hit. Bought an attack speed item, started doing 50 per hit. I think they did away with this when they were coming out with the practice tool, probably because more people would have found out.
I believe they do this kind of shit on TFT too. The reason for this is in games like my last one with 9 light, I had vayne w/ giant slayer, and she was on the atk spd hex. All other light members died, so based on the "text" (as if it even matters really anymore) She should have had probably more than 1 attack speed + 55% from the 9-light buff, + bonus attack speed from all 8 dead light members. IDK how much she gets but either it's not much, or NINJA-NERF lol.
If there was a ninja-nerf, it probably had something to do with giant slayer. Probably when they hit 2 or 3 atk spd giant slayer stops doing the % that it's supposed to (9% or w/e). This Vayne was shooting slow and doing almost no dmg. I know something was up.
People will call me paranoid but I have seen shady stuff like this a lot. The only 2 possible reasons is either a) ninja-nerfs, and b) the fact taht literally EVERYTHING Riot programs is buggy asf, so maybe some of this is just bugs..but I believe it's a bit convenient that it always tends to happen when I try to find something super-OP like % damage + atk spd for example. I mean you have to admit..they need to be careful putting in something that a) scales atk spd infintely, and something that b) does 9% damage. Especially with ranger buff...that damage gets pretty damn crazy.
Anyway i'm just ranting like I always do. I still love the game, just wish the numbers on the abilities / items were the numbers in the code. I know people exploit stuff too much though so that's probably why these "ninja-nerfs" exist, so I probably shouldn't even be complaining because I know balancing all this stuff must be really difficult.
EDIT: To prove my point even further. I was just in a game where I had olaf as my carry with guinso's, bloodthirster, and ghostblade. Everyone on both teams were dead except my Olaf and enemy Braum. Braum was 2 stars, olaf was 1 star, and braum had warmogs. I get that Braum might win 1v1, but guinso's was stacked up to where Olaf had 5+ attack speed. It was so fast he was swinging at least 5 times per second...crazy fast. Braum's hp wasn't going down. Olaf's wasn't really going up. How could someone swinging so ridiculously fast, PLUS having bloodthirster, not even kill a braum with warmogs??? Then at the end it did that end of the round speedup thing and still nothing. Braum's hp wouldn't move. Even when he didn't use his ability...no damage was going in at all. So how does warmogs out-heal the damage from an olaf with at least 85 AD (if BT gives 15 ad, I forget) and hitting 5+ times per second??? Warmogs does 6% missing hp per second, and Braum only had like 1750 hp so that's 100 hp per second. So Riot's math is clearly off (probably on purpose) because Olaf should be doing like 350 before armor mitigates, PER SECOND. Braum only had like 60 armor. ninja-nerfs...especially when building items like BT + Guinso's.