Teamfight tactics analysis (Patch 9.16)

Shmeeve·8/24/2019, 3:39:02 AM·2 votes·794 views

SO I am going to make a teamfight tactics analysis for every patch that teamfight tactics is updated. I will be discussing what new stuff was added, new meta builds (or returning ones if possible) and stuff that needs to obviously be fixed.

New little legends and new beta pass: Let me be frank here, the new beta pass is good, and the new arena themes (especially the draconic and summoner) are pretty good. However there could be more to the beta pass like the first beta pass head, for instance new little legends. Speaking of new little legends, three of them were added as everyone noticed, the protector which is a tiger? leopard? sphinx? I don't know... The hushtail which looks either like a pokemon or the carbuncle from final fantasy https://66.media.tumblr.com/29e0b28827dd7a3374b270727036c8da/tumblr_okjo4aGCEr1tw2hyao1_500.gif and the paddlemar, which is like the mole of the wave 1 little legends, because it looks so chill. Back to the beta pass, if you were to bring in new little legends, you may as well add the new little legends into the second beta pass. For example, the first beta pass you were able to choose the silverwing, the molediver, or the runespirit as a little legend for free if you at least had 100 points, which is not that hard. So, why couldn't riot add the new little legends to have a "one of the three" choice like the tier one beta pass did, so then people who play tft will feel slightly more satisfied with the little legend they are using, without being stuck with the riverspirit unless they pay for a little legend like the furyhorn for example. Hopefully riot recognizes which (most likely not) and does it for a possible third beta pass, or alpha pass if there will be one.

Repeated matchups are still not fixed. The occasion that you fight the same guy over and over is still not fixed, there is not much else said about it. This harms one person most of the time, and it gets REALLY irritating if they are repeatedly facing against the first place guy with a bloodthirster 2-star draven.

Hextech: We all know. Items play a HUGE part in team comps and builds for tft, hextech MIGHT add some comeback or counter mechanic which from first glance of reading about it, I thought it sounded unique. HOWEVER, I was VERY wrong. It is capable of cancelling a cluster range of champions' items which actually can be pretty big if you have 4 hextech. However, when I first was hit by the hextech buff from an enemy team, my items were cancelled for EIGHT SECONDS, that is way too long of a duration and way too wide of a range. The reason why dragon and phantom for being sub-origins (as I will call them) aren't that strong is because it only affects one or two individuals. For example, phantom buff only applies to ONE enemy but is still pretty viable. Dragon buff is pretty useless considering the dragon claw exists by merely getting two negatrons. Hextech however can affect up to 7 units at TIER ONE of the buff, and cancels EVERY item for eight seconds. Ways that I suggest how to fix this buff without having to completely remove champions from tft is simple, either greatly reduce the duration of the hextech buff, or make it only apply only one item of each champion hit by the hextech buff. Let's hope they fix this soon.

Hextech champions ALONE are pretty nice: Each hextech champion is still pretty good, despite the cancerous buff. Camille: First champion that can apply "team focus" on a single target to easily dispose of them, without other ally champions distracted by a full health gnar that is ulted by kayle. Jayce: He is decent early game but he greatly falls off late game.... he isn't that good compared to anything else. Vi: Basically pyke but not an assassin and doesn't have a "Plesioth hips"-wide hitbox for it, and has a finishing cc at the end target, and she can also be pretty tanky. Jinx: Draven 2.0. Has high damage and can easily 1 v All. However, the fact she needs 2 kill participations to be able to do that somewhat balances her, so get rid of her quick thanks to assassins or blitzcrank really helps against her.

Sorcerers are still not that good...: No matter how I look at it, sorcerer builds are not that good. Sorcerers, sure, rely on mana but are way too squishy. The only way how people make good sorcerer builds that give them a chance of winning is by using yuumi (the item not the champion (thank god)) on a champion whose spells greatly rely on mana but isn't too squishy, for example cho'gath since his ult in tft is pretty good, and lucian because... kiting... but again this requires the use of numerous spatulas so... not worth it most of the time since hextech and demons still exist. Still, there should be more to sorcerers being able to be more viable on their own.

Shifters are VERY good: Shifters are pretty darn great this patch with the addition of jayce in the mix. Starting off, every shifter has its own unique perk that helps the team which I will name the champion and the perk of them that I will list. Shyvana: Very strong damage and DoT for becoming a dragon, good against high healing builds. Nidalee: The healing, also her damage early game is a very good start. Elise: her spiderlings contribute to damage to enemy players after a win, and the spiderlings also are able to distract enemy champs. Jayce: Has a nice knockback with high damage early on (despite the fact he falls off a lot late game). Gnar: He was good since the beginning. He has TREMENDOUS cc once he ults, and is a very strong tank once he transforms. Swain: With the right positioning, items, or both, he can survive very conditional teamfights with his healing and damage over time, and has an explosion to wipe out enemy champions. If they all sound this good (besides jayce) are they considered op? Yes, but only if they transform. They are highly vulnerable to silence, roots, stuns, demon buff, and of course kassadin being kassadin, before they transform. If you manage to kill them before they transform and possibly gain bonus max health, it is an easy win. However, if you do not kill the shifter(s) before they change form, expect a slight condition increase, especially if it's a gnar or swain. For early game, Elise and Nidalee are very good picks. However, if you want the shifter buff early game, you COULD consider using jayce, since his early game is fairly decent. But late game you might want to get rid of him unless if your going for a full shifter build. Late game, Gnar and Swain are very good since not only they are shifters, but they also provide with three separate synergies, so they are pretty versatile.

Nobles are EXTREMELY strong: Nobles might have a little too much power. If you get full noble buff, which is 6 nobles, all allies get 60 armor and mr, as well as healing for attacks. That sounds a little excessive, even though kayle and leona are hard to come by. However, that leaves 3 more spaces at level 9, so you can build phantom because phantom-noble is pretty good to use, and you can possibly get knight and marksman synergies at the same time because kindred and mordekaiser exist. You can also build blademaster because you have fiora, so you can build a camille for team focus due to her ultimate, and draven because... draven can go with everything.... because it's draven. However I should note that nobles should be nerfed a bit because 60 armor and 60 mr is a little too much, that is equal to a full item build (dragon claw, thornmail and swordbreaker), and adding that to a draven with bloodthirster and infinity edge is a bit too much.

Bork (blademaster) on Gunners is way too strong: It depends on the gunner, which I will describe either how too strong or not much of a difference it makes. Tristana: She is a little too good with blademaster because not only she rapid fires like nuts, but her ult is used quickly and can be proc'd easily by her rapid-firing auto attacks. Graves: Since he is up close, at first I thought it was fine, but knowing he has cone range for all his autos it makes it a little too strong, especially if he also has IE. Gangplank: He is already a blademaster, moving on. Miss fortune: Her high damage and rapid firing is already strong, but then her ult stops it since its a channeling ult. Again, it's miss fortune's ult, she might fire it at a random enemy instead of their whole team. Then AGAIN, if she uses her ult correct every time, it's ridiculous damage to a whole team every 5-8 seconds. Jinx: Way too strong. She has no channel for her ult which strays away from her autos. The fact she can also gain double attack speed is ridiculous enough. THEN she has aoe damage from the target he auto attacks. She is probably the worst to deal with than the rest mentioned. Lucian: His ult prevent blademaster on him from being too strong since it stops him from auto attacking for a moment. However he can dash away from you non stop while rapidly hitting you, but he can only attack twice after ulting. It really all depends on the items he holds.

Small suggestions and ideas (1): Items - Items are very valuable for any build, and most of the time, someone may get more items than the other, which allows them to come out on top. However some people might get only items from the carousel if they are that unlucky, and trust me it happened to me multiple times, heck it happened to everyone. So what if there was a way you could trade health (5-10 health) for a single random tier 1 item so you could have a better comp and make you lose less health from fights.

That should be all, comment your thoughts.

1 Comments

Illabethe8/24/2019, 6:37:19 AM1 votes

Your analysis is from a linear perspective of opinions, not counterpoints.

  1. Little Legends are Pay to Feel Good. Sorry, but Riot doesn't give away MUCH free. The only reason honor hextech chests entered was because it was an experiment in behavior modification, not because it was a good introduction to RNG.

  2. Hextech: Stop thinking about Hextech Linearly. Hextech is literally telling you: Spread out your champions with items, and put partials into use to attract the bomb. Watch some high elo games; You'll see at least 1 space/unarmed champion between each champion with items. As long as you do this, you DRASTICALLY limit the effect of Hextech, and the 8 seconds on 1-2 items is FAR less detrimental than a whole team's items bunched up. Also, the first 4 seconds are generally spent starting combat, so 8 seconds isn't a HUGE time unless the other team can cast their entire team's abilities at combat start.

(Bunching up is ALSO why Void was so prominent pre 9.16..... You're basically asking to be aoe'd to death by bunching up, and you make champion order of encounter more predictable by doing so).

  1. Your opinion on Sorcerers is duly noted and duly flawed: You do not have to have a tanky Sorcerer team to win in seconds. The tools are there to make it work:

-Lulu's skill -Morgana taking hits with Kass and proccing aoe damage, possibly an aoe stun, before other teams even have skills up... -Karthus doing 1200 damage per skill, which if itemized can be every 2 seconds..... -Aurelian Sol doing a massive aoe nuke.

All you need is right there. If you want to get super dangerous, turn Karthus into a Demon, and add Brand to the team and make Brand a Sorcerer. Nearly instant mana charge that can turn BOTH of them into 1 champ team eliminations before the other team can even get through your front line.

The problem is..... you think too linear about sorcerer: Squishy, and itemless, and only putting Kass out front and hoping for the best.

  1. Nobles are getting reduced to 50/50. Also, they are not extremely strong. More specifically, Lucian and Kayle are, and they do have counters. The problem is, like with Void Meta, everyone builds noble, and doesn't build the counters. Fads infect games/matches. So until people build Noble counters, they will appear strong. Also, in most cases when you are building noble, you aren't maxing level because you're using coins to hunt Kayle. In most effective games you're only level 7-8. Also, there's far better synergies than Phantom or Draven....... like Guardian + Jinx, which adds two substantial synergies.

  2. Gunslingers early on are powerful with the synergy, but late game, unless 3 star, massively fall off on both survival, damage per hit vs HP of opponent, and generally do not have room for defensive building, where others do. If it's Gunslingers vs Knights/Brawlers, Knights/Brawlers negate damage enough to beat out Gunslingers hard. Ie ..... hitting ~ 12 attacks of 50-120 reduced by armor + Knights negation kind of tickles. It'll apply on hits like red buff, but that's not a big damage source anymore.

Expect to get to #2 at best with Gunslinger/Blademaster strat. It will almost NEVER get to #1, and many times will get you #4/5.

  1. Items generally average out. Item surpluses are generally an illusion and in fact, pros favor gold drops to item drops, because all they need are their core items to really do their job. For example, there's a way to have 20 gold before the very first pvp match. But, it's only available by getting those coin drops. You can turn that into 50 econ about 6 matches before anyone else, and start working on levels and higher tier champions faster. First dibs on Kayle, Leona, Swain, etc. You want a 3 star Akali or Cho? This is how you do it. (It's rare; you're usually at most going to have 13, which is still good and can get you to 30 by the first Carousel)

All you need in most games is one core champion who has items, and as long as you play carousels right and get 3-4 helping items from mobs, you generally can achieve that.

For example, as long as I get item 3285 item 3040 + Red buff on Lucian, I will never place below #2 in a game. I don't need items on other champions. Maybe a couple to distract Hextech, but that's it.

In most cases of Item frustration, what really happened: -The player bet on future drops, so built some less important items -The player put items on the wrong champions but don't feel like selling them. -The player has poor judgement of when to int early vs when to win hard early, and thus misses carousel opportunities. -The player sacrificed good items to try to go for Force of Nature, which resulted in a need for more champ sidebar econ, more need to roll for champs, destroying their econ for weaker starred champs.