The actual time lenght of TFT games is an issue.
Despite a lot of unneeded rng, bugs, issues and very bad GUI I like the mode. Possibly because this is first "card" game I ever played and it seems I am good at it.
Anyway. Games are too long. You forced this snowball and oneshot meta upon us in SR because you thought that 30+ minutes games are unhealthy and players seek more fast paced games. Fine but then why do we have TFT which lasts for 40+ minutes if you get to the top three? Out of 6 recent games I played where I ended in first or second place it lasted 39minutes or more. That is actually quite a lot and that doesn't even count time spent on loading screen. It looked as fun, no stress and fast gamemode but in the end it turns into almost hour battles lol.
I think this could be severely reduced if:
1) We remove carousel.
Unpopular opinion because it seems those who know the genre thinks it is key feature and what makes this mode auto-chess. But seriously, there are so many issues with it. Players bumping each other (results in taking what you didn't want), player models/names hiding champions/items (so it is harder to choose what you want to take), position of the champs in regards to your starting position (6 times out of 7 games when it was my turn the champ I wanted was on opposite side and next player in order snapped him first, once I was able to do that to the enemy as well), no space between champions (so you need to go in circle), very little time to choose if you are last in order or in the initial carousel rounds and players spamming annoying sounds/animations/emotes because they have nothing better to do when they picked already and must wait for others to choose.
There must be some better way to do that. I don't exactly what would it be (again this is my first time playing this genre), but current implementation is stupid.
2) We remove minion rounds.
Another unpopular opinion because again it seems DOTA has it so it is a standard. But seriously what is a point of this? You will waste around 5 minutes to get to the first player match and unless you want to lose it or you afk, you cannot lose the first 3 minion rounds. Yes I understand - you get XP, gold, some items if you are lucky, and new champions selection after each rounds so there is a point but seriously cannot this be achieved in a different way?
I propose to just grant level 3 instantly, two free rerolls, gold you would get normally in the last minion round if you didnt bought anything and make it to be just single minion round, the last one and tweak item RNG (5 minions = chance for up to 5 items right? - whether items should be RNG or not is anothr topic I won't deal with here).
Also I am not sure what is a point of the next minion rounds. I mean, again you get +2 XP, chance for item(s), new store roll, and more gold, but there are few issues I see here.
First, it is easy to lose those minion rounds. If you went for eco strat, reroll strat where you don't get levels (and both are bad strats now with last changes) you will lose. Also all subsequent minion rounds after the first three usually requires to completely reposition your team and sometiimes even swap champions for others to win. While that is in theory good as it requires attention and some player skill in reality what happens is that it just shortens the time you have to prepare for next player rounds as you need to reposition your units back.
Second, when it comes to epic monster fights some team comps simply cannot win. Yordles especially are prone to losing to dragon. Funny enough, Herald is weaker than dragon despite it is after him. Glacial and sorcery comp is also prone to losing it but depends to items. For example last game I was first for almost whole game and one player made comeback, made a glacial comp (I had combination of yordles+gunslinger+shapeshifter) and started beating me. But I had 40 HP and he had 5. Then dragon came we both lost to it and he got killed and I won it. I don't mind that win but I am not sure if this is healthy design. Maybe I just don't understand the point of this. Is this to force players to create comp that will be able to beat it? But if so, it is not reducing that much hitpoints to have a value. It seems to me as an extra item for the few specific team comps and disadvantage to others. And that is wrong.
3) We reduce unneccessary animations and delay.
There is huge and needless pause between "prepare timer" runs out and battle starts. A portal appears, you and your champions jumps into it, camera moves and portal appears on different island, champions appears, 1 more second delay and only then battle starts. But the worst offenders are minion rounds when it takes 3+ seconds after timer runs out to get started. Is this truly needed?
4) We allow players acts immediately after they win/lose.
This is probably unrealistic with shared champ pool as it would give advantage/disadvantage, but there is nothing more annoying than to wait 15 more seconds before battle of glacial comps with no damage but perma stuns, Elise comps or when two players battling each other has full lifesteal Vaynes and nobody can win. It would be nice if I would just get teleported to my island, got new champion selection and gold. We would still have to wait for those players to finish, but this time could be spent managing your troops (and funnily enough despite how long the whole game is there is never enough time to manage your troops).
5) Possibly re-design the units/comps that cannot win yet are dragging the fight to 1 minute+.
I am looking at you.
Thanks for reading and if you disagree with me please before downvoting, explain me why do we need those mechanics I am against.