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Time in TFT

Barkley··1 votes·671 views

1.) Overall game time is fine. But I feel like we need to start robbing from the early game and giving to the mid/late game.

2.) Early carousel round is too short. Needs +3-4 seconds. Everyone makes a mad dash for everything, and if you happen to get unlucky enough to get out-snatched 3-4 times, you end up getting nothing and getting stuck with something random. Even though there's still 3 champs left on the board and you were THIS close to getting one of them.

3.) Early minion rounds are too long. End them when everyone's beaten the minions. Done.

4.) Early intermissions are too long. It does not take anybody more than a second or two to spend their 1-3 gold on absolutely random 1-gold champions that may or may not have anything to do with their final composition. Lets move this along.

5.) Mid game intermissions could use some extra time, people are starting to flesh out their compositions, People are starting to think "Him or her?" Lets give people a little bit of additional time to think, here.

6.) Mid game minion fights are too long. End the round when everyone's completed it -- win or lose. We don't need to sit around for any specified amount of time, and we don't need 1-2 seconds to listen to some stupid musical chime that signifies the round is done. Lets keep moving.

7.) Mid game carousels are too long. By this time most people know what they're looking for. Daisy chain the unlocking of players upon selection or after 3 seconds has passed (for those indecisive players). There's no reason for me to sit in my cage for an extra 2-3 seconds even though people have already selected what they want. Get me out, and get this show on the road.

8.) Late game intermissions should be the longest of the down-times in this game. People need to look around at other people's boards, people need to decide what they're doing with their money, people need to re-position their troops, people need to consider which champions might complete which bonuses, the list goes on and on. Strategic analysis is in FULL effect here, and yet we haven't been given any more time to think than we did when we were deciding if we wanted a warwick or a mordekaiser as our 2nd troop in the 2nd round.

9.) Late game carousels should be lightning fast. We don't even need to lock people out, here. Just make it a mad dash, get in, get out. Start everyone in the middle, put the champions in a stationary circle on the outside. There's only 4-5 people left in the game. Whoever gets there, gets there. In, out, done. Sudden death. By this time everyone has their comps, they have their strats, they're looking for that Big Lebowski rug. They're looking for ONE maybe TWO particular things to tie it all together. Its either there, or it isn't. We don't need to make a ceremony out of this.

10.) Ghost rounds shouldn't be a thing. There should never be a time in the game where I can't do any damage to my opponent, but they can do damage to me. That's just plain stupid. This time could be better spent giving lower-health players a bye round. Some time for them to figure out their last ditch desperation strategy to stay in the game. Some time to look around, assess the board states, and figure out if there's anything they can do to salvage this game. This time could be used for them to dump their 50+ economy, re-position their troops, opt into a different strategy (Maybe they had 4 rangers, but having 2 guardians might suit them better?) Because of the pacifist nature of a bye round, players should NOT receive income on bye rounds. Or maybe just half of the intended income.... or something. Idk, i'm not the game company or balance team here. I'm just a guy with an opinion.

5 Comments

Full Brain1 votes

Carousel shouldn't even exist. It rewards bad players and punishes good ones which encourages throwing early. You combine that with pirates and it just makes for awful game design. Catch up mechanics are trash that don't belong in any ranked mode. If you are getting your head kicked in you should be eliminated from the match and the characters you are holding free'd up for the better players to use not given absurd advantages over them for no reason.

Undustas1 votes

[{quoted}](name=Full Brain,realm=NA,application-id=RaE1aOE7,discussion-id=EiPJ8rkE,comment-id=0000,timestamp=2019-07-31T01:17:46.066+0000)

Carousel shouldn't even exist. It rewards bad players and punishes good ones which encourages throwing early. You combine that with pirates and it just makes for awful game design. Catch up mechanics are trash that don't belong in any ranked mode. If you are getting your head kicked in you should be eliminated from the match and the characters you are holding free'd up for the better players to use not given absurd advantages over them for no reason.

Imagine going for an end game build in your scenario, the guy doing it in your eyes is just bad and deserves to be out.

The catch up mechanic is there for a reason, as once you're behind it's really hard to catch up, unless your build comes together. Like getting that 6th yordles for example, odds are that person loses more at the start.

This game is about tactics, lose streaking is a tactic for economy, especially with the newest patch.

Full Brain1 votes

{quoted}

Imagine going for an end game build in your scenario, the guy doing it in your eyes is just bad and deserves to be out.

The catch up mechanic is there for a reason, as once you're behind it's really hard to catch up, unless your build comes together. Like getting that 6th yordles for example, odds are that person loses more at the start.

This game is about tactics, lose streaking is a tactic for economy, especially with the newest patch.

Sorry but losing is never a valid strategy for winning. That is a gibberish argument created to defend awful systems that can't be defended without logical fallacies like I'm losing to win. Losing to be awarded an unfair advantage over your competitor for no reason does not make sense. Defend the exchange with any kind of rational argument; you can't.

You are right the catch up mechanics are there for a reason. Not the one you described of course but they are there for a reason. The same reason BR games don't start you with a weapon. So bad players can gain unfair advantages over other players through no effort or ability and get their feel good. I mean come on Riot has gamble eggs to sell.

If you are forcing a build and can't complete it that is a you problem or bad luck. If too much damage is overall being done in early mid game then that is a unit cost problem and/or an item damage problem that is causing imbalance. The fact that people have to lose and everyone can't complete their comp isn't a valid argument for catchup mechanics. Problems existing within the game outside of those catchup mechanics that they are masking somewhat aren't reasons to keep them either. Quite the opposite. They are reasons to get rid of them and fix the actual issues with the games core design and balance.

Subdue1 votes

[{quoted}](name=Full Brain,realm=NA,application-id=RaE1aOE7,discussion-id=EiPJ8rkE,comment-id=000000000000,timestamp=2019-07-31T11:47:37.907+0000)

Sorry but losing is never a valid strategy for winning. That is a gibberish argument created to defend awful systems that can't be defended without logical fallacies like I'm losing to win. Losing to be awarded an unfair advantage over your competitor for no reason does not make sense. Defend the exchange with any kind of rational argument; you can't.

You are right the catch up mechanics are there for a reason. Not the one you described of course but they are there for a reason. The same reason BR games don't start you with a weapon. So bad players can gain unfair advantages over other players through no effort or ability and get their feel good. I mean come on Riot has gamble eggs to sell.

If you are forcing a build and can't complete it that is a you problem or bad luck. If too much damage is overall being done in early mid game then that is a unit cost problem and/or an item damage problem that is causing imbalance. The fact that people have to lose and everyone can't complete their comp isn't a valid argument for catchup mechanics. Problems existing within the game outside of those catchup mechanics that they are masking somewhat aren't reasons to keep them either. Quite the opposite. They are reasons to get rid of them and fix the actual issues with the games core design and balance.

Your argument is centered around the misunderstanding that hp is simply a metric of how well you're doing. It's not. Hp is a resource. You can trade your hp for a head start in gold and a better chance at the items you want.

You can see this concept in most games where resource management is a concept. Take an RTS like Starcraft. It is not at all uncommon for a player to forgo building an army early in favor of an early expansion, which can net a stronger economy but also risks early defeat if the opponent builds an early army and finds him. Another example is in chess where you can sacrifice a piece to secure a better position.

Undustas1 votes

[{quoted}](name=Full Brain,realm=NA,application-id=RaE1aOE7,discussion-id=EiPJ8rkE,comment-id=000000000000,timestamp=2019-07-31T11:47:37.907+0000)

Sorry but losing is never a valid strategy for winning. That is a gibberish argument created to defend awful systems that can't be defended without logical fallacies like I'm losing to win. Losing to be awarded an unfair advantage over your competitor for no reason does not make sense. Defend the exchange with any kind of rational argument; you can't.

You are right the catch up mechanics are there for a reason. Not the one you described of course but they are there for a reason. The same reason BR games don't start you with a weapon. So bad players can gain unfair advantages over other players through no effort or ability and get their feel good. I mean come on Riot has gamble eggs to sell.

If you are forcing a build and can't complete it that is a you problem or bad luck. If too much damage is overall being done in early mid game then that is a unit cost problem and/or an item damage problem that is causing imbalance. The fact that people have to lose and everyone can't complete their comp isn't a valid argument for catchup mechanics. Problems existing within the game outside of those catchup mechanics that they are masking somewhat aren't reasons to keep them either. Quite the opposite. They are reasons to get rid of them and fix the actual issues with the games core design and balance.

The real issue is there isnt enough diversity, now this patch changed that pretty well but i feel it will only get better as they implement more champions to spread things out over comps.

Like what was stated below, yes HP is a resource not a tell tale sign of exactly how youre doing, have you seen a 10 hp guy win? I have. You keep saying bad players as if youre masters or something, im not sure what elo you are but silver and gold isnt exactly high. Assuming youre silver and gold and not bronze or iron. This game is about decisions and there is planning ahead but overall you either make the right choices or wrong choices depending on what the game throws out at you. Its very hard to reroll a full comp if the game is giving you 1 thing and you buy into it then it stops giving that comp to you.

However i do think this game is more skill based than RNG, by a lot. Rng still plays into the comps you go though, and previosuly like i have said the comp diversity was pretty low, that factored into a lot of things, like demons and glacials having few counter plays and was too strong in the end. Like i said this patch fixed a lot of that by bringing stuff up and stuff down.

When i said "Forcing a build" i meant the game is throwing these cards at you so you build it, then reroll to complete it. Not going into a game going well im going guardians no matter what, thats how you get last place.

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