Teamfight tactics analysis (Patch 9.16)
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.
+ 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.