Set 2 vs Set 1

gottmilk101·11/4/2019, 3:18:14 PM·1 votes·2,854 views

Hi so I am a regular TFT player (Diamond III/IV in set 1). I wanted to gauge other people's opinions on set 2. I have been playing it for two weeks now and honestly not sure if I am going to be as active this season. My main personal issues is the gameplay of this set. There are a lot more items in this set that just feel bad for example: GA, Thornmail, Dragon's claw, Giant Slayer and even ludens is so inconsistent it isn't worth building.

My next problem is the rng of single target abilities. This set has a bigger board yet less aoe abilities like Cho, sej, kennan of the last set. Therefore with many champions not having a definitive target (like summoners and many mages) it makes positioning chaotic and less skillful. You have to hope your kog maw ults the low health backliner instead of the full health mundo.

Finally class combinations. In Set 1 there was a lot more cohesion between classes, like making a single champion a sorc (innate mana), 2 piece demon, 2 piece knight, ect. With light, infernal, beserker, and mage being 3 piece there is a lot less versatility when using a spat item. Also the bonuses of going 6 piece just dont have the same umph as completing nobles, 6 sorcs, 6 knights, shifters and such. Right now its just high roll 3 star champs and fit your comp around them. I know this may change when more champions are added but right now tier 5 champs are bad, lux is too expensive, and I am just not finding the same enjoyment from the map. I love the idea of a fresh start, it keeps the game from getting dull, but I think this was too much at once and the champions were too forced.

Would love to know what y'all think maybe I just havent given it enough time or I am just looking at it wrong,

Gott

14 Comments

TwitchInMyPants11/5/2019, 3:03:24 AM2 votes

I like the bigger board. I think hexes are going to end up defeating the point of it though.

People early on asked for a bigger board so positioning would be more diverse. You'd have more options and more ability to counterplay. However, Hexes promote stacking on one side of the map for buffs that are effectively mini items. Earth Hex though is in a special case where its permanence makes it borderline mandatory to stack up and it might need a nerf. Even the weaker hexes though promote positioning heavily on one side or wherever they happen to spawn, but hey at least we got the bigger board for when the set changes.

There is some skill in the hexes though. Given you can see where units are gonna be using Zephyr is crazy good as well as positioning your army to try and nuke the unit with the buff. Especially with Fire you'll likely pop a carry.

As for champions, I think in theory set 2 is more balanced. No Phantom, Hextech, Void, Knights, Dragon, or any synergy that was insane like in Set 1. However the synergies that are good and the synergies that are niche even if they play together better, still aren't balanced. Blademaster, Rangers, and Assassins are the only physical classes. Druids, Mages, Summoners, Mystics are essentially 4 different magic classes. Wardens and Berserkers are the dedicated frontliners, and both are bad at dealing with magic. Rangers are one of the only attack speed item holders and fit with Poison which is one of the more overtuned synergies. Mystics are both mages and mandatory pickups since they do part of what Dragon does by blocking significant magic damage. And Summoners are pretty nuts, once you get Zed in the mix the combination of extra hp bars the enemy has to kill makes it a disgustingly good comp.

Balance definitely needs more work, but I think every class has an obviously different role even if there's overlap. Gunslingers, Blademasters, and Rangers were almost the same in Set 1 given Jinx, Draven, and Kai'Sa all use the same types of items. The remaining Blademasters have no Draven, and the remaining Rangers have no Kai'Sa. Twitch and Yi make solid item holders but it makes the identity more distinct. This is also the same with Mages compared to any other magic class. In Set 1 Elementalist and Sorcerer were basically the same class but with different bonuses. I think once the numbers are more fair, we should see a healthy amount of meta options.

Heroboy1011/4/2019, 11:20:11 PM1 votes

I'm not a PBE player. How many people play set 2 ? Did you test Thornmail on warden unit (4 warden synergy) ?

MrEnds11/4/2019, 7:08:04 PM1 votes

i like the new blademasters in the second set and i like going for 2 desert, 2 mystic, 2 shadow, 3 summoner, 3 light, 4 blademaster, and 4 cloud. the other cloud being lux or if you want full shadow instead make it a shadow lux Master Yi hyper carry is so good and fun to use also if you cant find the right lux then go for a soraka as your last light and if u dont get a light trait item then just use the lux over the soraka but only if you can find the lux heres an example of the build: https://lolchess.gg/builder/set2?deck=1e30ec20ff3611e9ae58a5ec184e5605

Heroboy1011/5/2019, 8:16:55 AM1 votes

So it seams that Lux is OP and her damage should get nerf, right ?

Heroboy1011/5/2019, 12:23:19 PM1 votes

If I understood right, "avatar's Origin Element is counted twice for trait bonuses". I think Lux has enough bonus to be useful and her damage is not necessary to be so high.

"Set 1" was broken because of many level 5 OP units (Swain, Kaisa, Pantheon, Karthus, Kayle) and "set 2" they made Lux. Is not the same thing if you get 2 stars Lux ? Is her element matter so much if she has so big damage ?

Mr Voidling11/6/2019, 12:30:05 AM1 votes

3 star Veigar with item 3040 item 3040 and 6 mage buff is really fun, he does insane damage even to 3 star units. The mage buff is super crazy in set 2. Veigar and Kha'Zix are my go-to units. Though I did once get a 3 star Twitch with item 3124 item 3085 item 3085, that was insane... 16k damage rounds. Really wanna try to get a 3 star Mage Annie :P

Overall it feels a bit more fun imo, but is also a bit less diverse in viable builds. You get like 3 good early builds(Predator, Woodland, Summoner), and then a handful of late-game builds. They need to balance some elements to be viable late-game, like Mountain which is only somewhat good for like 3 rounds(RNG hope it doesn't go on a 1 star unit).

Illabethe11/5/2019, 4:36:34 AM1 votes

I think the fact Subclasses are nested within main traits is rather broken. It almost guarantees people funnel Infernal for Rangers, or Woodland for Druid/Woodland buffs.

And that creates a lot of problems, because unlike Set 1, where people had to learn the core, Almost every game is going to have 5-6 Infernals.

I had 8 Infernals last night with an Infernal Lux, in the same comp as a 6 Summoner. All were geared. Lost to a Repeat assasination LB and a GA'd Zed.

P.S. I just had a Khazix with item 3040 item 3040 item 3031 . He's the new Akali, except he doesn't even have to auto attack. He leaps; target dies. Leaps again. Until a team is dead. Unless he gets nuked, he can take out 6-7 by himself.