TFT Balance Issues
So I am starting to notice the same balance trend in TFT as I do in SR, Riot favors "exciting to play" over "balanced to play against" and this is getting worse in TFT. It is a bit of a long read, I am sorry, but there are a lot of things in set 2 that I feel are unbalanced.
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Glacials: even 2 Glacial can feel like 100% stun sometimes, specially with Olaf. Everything about this needs to change. Glacial stun and Olaf. (also Ezreal, people haven't caught on to how busted he is yet which is surprising). We can all agree that perma-stunning entire team with no way to counter it is not balanced and its not fun right?
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Magecap: Mages alone are a problem (Brand and Veigar in particular), but the Magecap spat item is absolutely not balanced. It needs to be removed, there is no fixing it. Replace it with Ocean spat or something else idk but its breaking the game. I think removing it is the only way to deal with it, it breaks too many champions and too many comps.
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Phantom Dancer: item needs to be reworked. Its in every comp because its busted, we need protection against Crits, but not complete negation of crit champs and items. It is also pretty good against comps with NO CRIT which means its performing beyond its intended purpose. Rework or nerf it.
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Predators: Its stupid that items will proc the execution. That needs to go, I also think Rek'sai should be a 3 cost unit. She is really strong and her ability is ridiculously busted with Predator synergy.
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Stuns: I think stuns last WAAAAY too long, the CC is fine its necessary for balance, but why does most of it last around 3 seconds? That is about a third of the average round, the only items against CC are not all that great when compared to other items, it feels like a huge loss having to build one. Qiyana is the worst offender though, with only a Shojin she can perma-stun multiple units. Her stun shouldn't be so long and she shouldn't be able to gain all her mana back before the stun is up.
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3 Star Units: It is far too easy to 3 star a unit. I know its exciting to have 4 gold units, but where is the balance in that? There is no skill involved, you are guaranteed several 3 star units. Take it back to pure RNG, people shouldn't be rolling non-stop without seeing consequences. Its ridiculous, bring back strategy in team composition and positioning please and get rid of the 3 star Renekton, Diana, Mao'kai, Ivern, and LeBlanc wiping my whole team in a millisecond despite having a level advantage and stronger champs/synergies.
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Veigar: he gets his own little point here separate from Mages and Magecap. Insta-killing units was pretty strong in Set 1 but only if you 3 star him. Set 2, now he insta-kills 2 units and 3 starring him takes absolutely no effort. He is busted. Mystic and Dragon Claw do absolutely nothing against him, and with Shojin/Seraph he is ulting every second... he is wiping teams of 8 in about 4 seconds. Its absurd.
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Poison/Singed: Poison is anti-fun comp. We learned in Set 1 when you have a synergy that negatively affects an enemy team with no counterplay, it isn't very fun. By itself though, Poison isn't that bad, annoying sure but not busted. Add in Singed however and now its a serious problem. By himself, he is annoying, but with Poison he is disgustingly broken. Singed needs to be reworked, and maybe Poison might be more balanced. I am not sure how you would rework him tbh, he is fucking annoying to kill and deals the most damage on the match.
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Summoners: Malzahar, Annie, and Yorick in particular are the worst offenders in Summoners. But the Synergy itself suffers from several imbalances, first being they deal damage to the player even if the Summoners are dead. Thats a huge problem imo. Second problem is targeting. They take aggro away from other units. Its so annoying seeing 3 of your units running around killing Voidlings instead of killing the Malzahar spawning them. This is also a huge problem imo. Personally I wouldn't mind if they were more like Zyra, untargetable, deal their damage then leave. That way you can kill the Malz or Yorick without having to deal with an infinite wave of units, but they still get to dish out damage and have a presence on the board. Alternatively, Summoners can take the Ninja setup, with only 1 Summoner you get a small buff, but once you add in more it goes away. Only when you have 4 Summoners (or whatever number, but definitely more than 3) do you get the full buff. This way it becomes more of an add-on to builds rather than a build itself.
I am probably forgetting something, but I think my point is clear: Exciting gameplay > Balance is not healthy for any game, eventually the lack of balance is going to negate the exciting gameplay.