TFT Balance

HostileUnknown·7/7/2019, 12:14:26 AM·1 votes·727 views

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.

1 Comments

HostileUnknown7/21/2019, 1:56:33 AM1 votes

After 9.14, I think the game is closer with obvious glaring flaws.

#1, ninjas - not much needs to be said; however, Akali can either be nerfed or tuned to 5* because it's ridiculous.

#2, assassins - still too strong because of targeting and AI movement. Not fun to play against because there's nearly no positioning to protect your backline because everyone including carries faces forward while getting crit in the back and side. Magic crits are a problem for the game.

#3, PYKE - how in the world do you think this unit is fair and balanced. 2 cost, best CC in the game & best tags with assassin. FOR TWO COST!!! Compare 2 cost pyke and 2 cost rek'sai. 1 unit stun and no damage vs full team stuns. How do you think this is okay?

#4, Knights - 20 damage blocked? Even 6 knights are not really that tanky b/c low health and it really only comes online with damage when you get Kayle (IF) or some random knight's vow. You'll be dead most times before that comes to fruition.

#5, Morde - how has he not seen some sort of buff? On the topic of knights with 4 and 5, maybe some 2 cost knights.. Maybe Morde for 2 cost and give him more hp and some sort of actual AOE ability. Phantom isn't a thing until at least 4* so why keep him at 1 cost. Additionally, fix Garen so he's not spinning in place with no one around. He's not strong after morello nerf soooo make him not be an idiot :).

#6 - rangers need some love as a synergy. Vayne probably most of all. Keep her the same but give her some base attack speed like Fiora. Might be enough to make her feel not awful. As mentioned above, it's pretty difficult to use them in a full assassin meta because you can't protect them. If point 2 gets addressed, maybe nothing needs to be done about rangers (although Vayne will still suck as a unit)

#7 items - first problem, still feels bad getting 1 gold instead of 1 or 2 items. Lopsided power level. Econ still proves to be only marginally powerful because the game never goes to round 9. (Next point PLAYER DAMAGE). Players roll down and get multiplicatively more powerful with item drops and higher tier units than any economy based +level player. 6 units can beat 8 or 9, so economy is not that important and 6 units can still deal like 30 damage. Obviously, positioning around zeke's and locket has downside with being increasingly more effective with the strongest comps that don't care about smart positioning (see assassin's/brawlers) than more fragile comps. I think you realize this.

#8, Player damage - Understandable that you don't want games to last forever, but part of the problem with economy is the amount of damage you hit people with. There's no point in leveling to 9 when you can die in like 3 turns if you're weak, even if you're higher level. How bout this, remove the extra damage, think about reducing damage from lower level to higher level on win. Only deal flat 2 damage on round timeout. If you're level 6 against a level 8 player, the level 6 wins dealing 25% reduced damage to the losing player. Level 8 wins over level 6, full damage or like additional flat damage (+2) for level difference. 7 wins over 8, 16% reduced damage. Something like that. More encouragement to econ and level versus all-in-ing for ninjas or whatever is meta at the moment.

Hope to see some of these points addressed in coming patches because I can only take so much of assassin/ninja games until I lose my mind. It is infuriating to watch 1 akali rip through your entire team practically untouched, one shotting your tanks with magic crits. Thanks,