TFT Balance
Dear Riot,
More frequent balance patches and updates would be appreciated. The DAC mod makers did a better job patching balance frequently. Pyke is still broken, assassin's are too strong when upgraded, some items are completed busted, are the randomness of ults/CC can be very ridiculous. The board size allows for no real positioning advantages so CC is so freaking good (if your RNG allows your guys to go off first before they die). On the topic of assassins, counter positioning is nearly impossible. Roll randomness is also something that should be looked at. 2 Star 5-cost units + 3 star 1-2 cost units while others struggle to hit 2-star 3-4's. 4's specifically. Don't put 1-cost units on the wheel on wolves and beyond, at all. Level/champion drops need to be looked at further even after the updates, IMO.
Now let me get to items. How many times I've gotten 0 items from Krugs, Wolves and Dragon specifically is disgusting. This should NOT happen while others can/do get >1. The way the wheel works means you might as well throw rounds rather than focus on winning/economy for better items early on. Decent catch up mechanic but far too polarized.
Lastly, player damage is INSANE. You can easily be 1st place with 60 plus life and be dead in 2-3 turns if you whiff and someone hits their cho or brand or whatever. Nerf how much damage you take on loss because it's just totally insane. Anti-catch up mechanic, and it's just bad. Nerfing this should make the end game feel like economy matters way more than it does currently. Almost 0 games go to level 9 players.
Bit of a vent session but also want to offer these thoughts. Hopefully you're already targeting these things, and I want to continue playing the game but man are these things tilting when they happen. It's very fun, but it's also very frustrating when you're the first to level 7 or whatever and roll 50 gold hitting no 2-star four costs while others have these units and/or 5-costs at level 6. Thanks for listening.