Winning in TFT has less reliance on RNG then its currently being slated for

StreetPidgeon·7/5/2019, 2:15:31 AM·5 votes·1,076 views

This top dog issue players have right now (at least the vocal majority) is the "game is entirely RNG" line, and i think its being overdone. Yes, there are RNG elements within the game and yes those RNG elements can give some players a free pass through the early game. Im not trying to deny that, but what I think needs to be said is that there are many opportunities for skillful and tactical (heh) decisions throughout a match to bring yourself back into the game despite item/early rolls disadvantages.

-GOLD MANAGEMENT. Maintaining a good economy and using the feel of a current game to decide when you should risk a little on rerolls or take a chance at taking a hit on order to be better off gold wise in the following turns. These decisions add up during the game and can have a huge impact on where you ultimately end up in the final standings.

  • COUNTER PICKING. Finding a balance between stacking up bonuses & bringing the tools to beat your opponent is vital. Would Rengar be better for your 4th wild to jump a 3 star 3 item carry or would you be better off with gnar to hulksmash the front line away allowing your tankier units to go shit on the enemy dps that was hiding in the back rows? Scoping out what the other players are building and taking that info in quick decisions will win you those close fights.

  • RE-POSITIONING. This one eats at me the most because i just do not see people doing it. Especially after a loss or two in a row, obviously something isnt working. Watch how the fights are going, is your current powerhouse getting killed too early? Is said powerhouse in a sub-optimal position to be getting the most ults off in a fight. Most of my 1st place finishes come from near losses, but stategically swapping the position of my units at the last second 9to give opponent no time to react) and placing them to avoid certain threats like full team Cho ults.

The point im trying to get across here is that there is a lot you DO have control over in the game, and ignoring those potential 4th place or better finishes in favor of "got no items, impossible to do anything" is imo a terrible way to go about the game.

tldr; look at what opponents are doing, dont accept complete defeat at first fight loss, you have more control than you think

7 Comments

Dynikus7/5/2019, 2:26:20 AM6 votes

I think there absolutely should be normalization of item drops to make the game more balanced. That's the only rng aspect I don't like. one person getting nothing while someone else gets 4 items at the start is a huge disadvantage and needs to be addressed. Beyond that though, the game mode is certainly very heavily based on decision making more than it is just RNG, yes. I just played a game yesterday where halfway through the game, I was dead last and my comp just wasn't working out at all. I ended up going for a hail mary by selling everything and starting fresh with something new to counter what other players were going, and ended up with a 3rd place finish.

NTrumpWeTrust7/5/2019, 10:20:31 AM3 votes

I agree with most of this. There's A LOT of things people aren't doing that they should be doing to maximize their chances of winning. The main ones I notice are:

-People saving items to build the best finished items on the best units. Every item builds into 2-4 good items, holding onto items for too long pretty much guarantees you lose. If you got lucky with item drops and have a couple tier 2s in the first few pve rounds, go for a win streak.

-People overvaluing the lose on purpose strat to build econ. Granted, you sometimes have to deploy this strat if you want to have any chance at winning if you got few to no items in the first couple pve rounds.

-Positioning, positioning, positioning. Is the enemy sej ult going off in a way that is stunning a majority of your team? Move units around, try out different angles. All too often I see people not move units around after a loss and believe it's only because ashe got a rng glacial off on gnar or something. The importance of this cannot be overstated especially when facing assassin comps. A lot of this comps power comes from the fact that it's a noob killer and punishes lazy/poor positioning pretty hard.

-Use your minimap. Seriously, use it often. Scout what your enemies are building, adjust builds and items you're using accordingly.

-Rank 3s are overrated. People seem to think that the race to the finish line is a race to who can get the most rank 3s the fastest. If you don't have a rank 3 unit by the end of krugs, chances aren't good you're going to finish it, unless you need like 1 more unit. Think of rank 3s as more of a blessing than the natural flow of a game.

-Stop going into games with a preset idea of what build you want to use. You have to go into games totally open minded as to what build you're going to run because you simply have no idea what the game is going to throw your way. This also requires you know all the meta comps, how to use transition units, how to hard swap comps, etc

Metal Janna7/5/2019, 4:17:35 AM2 votes

Gold management isn't as useful as it should be. Oh you decided to accept the losses and hold your money to build up economy? Well now you can't max anything, because the other players have been stockpiling all the cheap champions for a while now, and there aren't 9 copies of anything left. Hope you can get to level 7 and roll something rare and useful with all that gold!

hrooza dota 7/5/2019, 1:10:54 PM1 votes

i have harder times now, everyone started to learn the game and i cant bully noobs any longer

[sg-soraka]

Jbels7/5/2019, 2:21:48 PM1 votes

People talk about counterpicking, but never really talk about what that does to your comp. 1 Star characters put out on the field are absolutely garbage when surrounded by 2 Stars/ 3 Stars, so unless you're willing to just eat a bunch of shit for a solid 3-5 rounds while you try to scramble together 3 copies of your counterpick, you're wasting time and gold.

Sometimes it works, but generally I would rather have a core of 2 Star unit synergies that I can try to bolster with other units than try to specifically counterplay any one or multiple people. I found doing that ends up working way better in the long run