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Tft is literally unenjoyable.

Diviné Scâr··18 votes·5,533 views

Oh hello there. You new to tft? That's amazing! It's a brand new game mode so let's hop on! When you start the game, it dosn't matter what champs you chose! Why? Because you need locket. No matter what bullshit, no synch. comp you got, you MUST stack at least 2 lockets! Okey got it? Let's procced shall we!

-Hey, is the demon class good? -Oh.. Nope. Hey, is noble a good class? -Oh.. Nope. -Mm knights...? -Nope.

You want to win right? Then get as much lockets as you can, cuz if you don't get it stacked up it wont be fun! After that search assasins. They are the most fun/balanced class. But make sure you have stacked your 6 lockets before you play!

Have fun in tft 😉

40 Comments

Get27 votes

It's the game's fault you don't win. Got it.

Flashes7 votes

{quoted}

It's the game's fault you don't win. Got it.

It actually is at this point, except for those who decide they want to be a meta slave and just search up "most powerful TFT team comps".

Item RNG with item amount RNG with champion RNG with matchmaking RNG with Carousel RNG with spawning point RNG, and now with Gold Box RNG make this game a complete clusterfuck to try to play strategically. I like it even less than I did so I rarely play it unless I want to theorycraft with my friends, and of course whenever I venture away from Sorcerers into building strategically, optimizing economy, and whatever nonsense that's supposed to give you an edge, it doesn't work because some classes are just better than others.

Get22 votes

Okay. Well, the problem here with this debate is that I disagree. And I disagree because I am winning about 75% of my games despite this supposed item RNG that I am definitely not profiting from since I have no in-game item benefit EVEN WHEN I GET items since I have no idea how to build what from memory and no idea what the strongest items are I should be going for.

And I am not researching TFT top builds and playing the meta slot machine. I am playing exactly what the game gives me to the best of my ability, switching and tweaking comps when it seems that's the correct step, saving and blowing gold when it seems that is the correct step, and level bombing when that seems correct. And I do the best I can with items that I also frequently don't get and still am terrible with even when I do get them.

And I am still winning way more than I am not. So I disagree with this logic everyone is putting out there. If I, the terrible player with terrible item comprehension I am, am able to find a way to consistently win while also not farming nor typically getting access to so-called "meta builds", then either I am the luckiest guy in the world, or I am doing something different and/or better than everyone focused on item complaining.

Flashes4 votes

{quoted}

Okay. Well, the problem here with this debate is that I disagree. And I disagree because I am winning about 75% of my games despite this supposed item RNG that I am definitely not profiting from since I have no in-game item benefit EVEN WHEN I GET items since I have no idea how to build what from memory and no idea what the strongest items are I should be going for.

And I am not researching TFT top builds and playing the meta slot machine. I am playing exactly what the game gives me to the best of my ability, switching and tweaking comps when it seems that's the correct step, saving and blowing gold when it seems that is the correct step, and level bombing when that seems correct. And I do the best I can with items that I also frequently don't get and still am terrible with even when I do get them.

And I am still winning way more than I am not. So I disagree with this logic everyone is putting out there. If I, the terrible player with terrible item comprehension I am, am able to find a way to consistently win while also not farming nor typically getting access to so-called "meta builds", then either I am the luckiest guy in the world, or I am doing something different and/or better than everyone focused on item complaining.

I win about 75% of my games as well!

the 25% that I lose are because I got fucked over by item rng, so yes, this game is entirely rng reliant as it is. If I get lucky, I win, and if I don't, I lose.

Get23 votes

No. You're looking at it wrong.

No one can win this game 100% of the time or even thereabouts. If they do, then they are following an exact and repeatable recipe to do it. This game is more about decision-making, so action components do not apply like they would in SR.

So how do you keep people from winning 100% of the time? RNG. And how do you deal with RNG from there? Find elements that keep people in constant chaos at the top (items) while keeping open options and fluid movement at lower tiers of winrate (not giving everyone only one meta to follow, aka items).

So if you're winning 75% of the time and struggling due to items at the top 25%, then you found the control for your winrate. And that's totally fine. It keeps YOU from being top dog always because 100% win or thereabouts is not an option. Anything that gives you more control to win more games at the top margin gives you and other people paying attention fool-proof strategies to win way more often at the bottom margin by playing into it.

Giving you and everyone items at the start makes item scrambles and strategy the dominant force of winning; not limiting items on players in the early phase and/or throughout the entire match

Flashes3 votes

{quoted}

No. You're looking at it wrong.

No one can win this game 100% of the time or even thereabouts. If they do, then they are following an exact and repeatable recipe to do it. This game is more about decision-making, so action components do not apply like they would in SR.

So how do you keep people from winning 100% of the time? RNG. And how do you deal with RNG from there? Find elements that keep people in constant chaos at the top (items) while keeping open options and fluid movement at lower tiers of winrate (not giving everyone only one meta to follow, aka items).

So if you're winning 75% of the time and struggling due to items at the top 25%, then you found the control for your winrate. And that's totally fine. It keeps YOU from being top dog always because 100% win or thereabouts is not an option. Anything that gives you more control to win more games at the top margin gives you and other people paying attention fool-proof strategies to win way more often at the bottom margin by playing into it.

Giving you and everyone items at the start makes item scrambles and strategy the dominant force of winning; not limiting items on players in the early phase and/or throughout the entire match

I should be losing because the opponent outplayed me with clever positioning and good usage of units, not sheer amounts of items.

The Sword Saint1 votes

You're thinking of the game as if you're supposed to be able be #1 every game if you're only slightly better than the others in the lobby, but you're not. That's why you get a victory screen for being one of the top and not just the #1 spot, and thats why you gain elo for being in 4th place rather than 5th.

The game is about getting the most value out of what you are given compared to other players in both a single game and in the long term, you aren't supposed to be able to be the #1 player and honestly it's almost certainty not efficient to try and climb ranked that way since it requires taking dangerous risks to try for a mega powerful team that can crush every other one that leave you in 8th place as often if not even more often then going 1st.

Get21 votes

No point. Everyone is convinced items are the thing causing them to lose. Balance items and I guess everyone wins. And by balance, they mean hand everyone an item that's of some value every single time. They are too focused on believing that is the problem. They can't figure it out, so it must be items.

Flashes2 votes

[{quoted}](name=The Sword Saint,realm=NA,application-id=RaE1aOE7,discussion-id=I0p3hLAO,comment-id=0000000000000000000000000000,timestamp=2019-07-20T22:25:39.132+0000)

You're thinking of the game as if you're supposed to be able be #1 every game if you're only slightly better than the others in the lobby, but you're not. That's why you get a victory screen for being one of the top and not just the #1 spot, and thats why you gain elo for being in 4th place rather than 5th.

The game is about getting the most value out of what you are given compared to other players in both a single game and in the long term, you aren't supposed to be able to be the #1 player and honestly it's almost certainty not efficient to try and climb ranked that way since it requires taking dangerous risks to try for a mega powerful team that can crush every other one that leave you in 8th place as often if not even more often then going 1st.

I am talking about getting #1-4 because that's what qualifies as a victory.

Get21 votes

Ugh I give up. You guys are right. Just take items out of the game completely. Then take everything but nobles out of the game. Then give everyone infinite gold. Then make everyone play the same exact comp with the same exact items. And then the game will truly be about skill!

I hope they fix this game for you guys. I really do.

Beerstein2 votes

{quoted}

Okay. Well, the problem here with this debate is that I disagree. And I disagree because I am winning about 75% of my games despite this supposed item RNG that I am definitely not profiting from since I have no in-game item benefit EVEN WHEN I GET items since I have no idea how to build what from memory and no idea what the strongest items are I should be going for.

And I am not researching TFT top builds and playing the meta slot machine. I am playing exactly what the game gives me to the best of my ability, switching and tweaking comps when it seems that's the correct step, saving and blowing gold when it seems that is the correct step, and level bombing when that seems correct. And I do the best I can with items that I also frequently don't get and still am terrible with even when I do get them.

And I am still winning way more than I am not. So I disagree with this logic everyone is putting out there. If I, the terrible player with terrible item comprehension I am, am able to find a way to consistently win while also not farming nor typically getting access to so-called "meta builds", then either I am the luckiest guy in the world, or I am doing something different and/or better than everyone focused on item complaining.

Until you face people of equal skill and the biggest impact on the game is now RNG.

Get21 votes

Until you face people of equal skill, so win 50% or more basically. Which anyone can do. And then from there, that 50-70% win rate has other factors. And items may well be the current final factor, which I think is intended. So maybe items inhibit you when you're at higher win rates, but that's more manageable than making them a dominant force in the early game, too. Which is why not everyone is getting items, or as many.

Beerstein1 votes

{quoted}

Until you face people of equal skill, so win 50% or more basically. Which anyone can do. And then from there, that 50-70% win rate has other factors. And items may well be the current final factor, which I think is intended. So maybe items inhibit you when you're at higher win rates, but that's more manageable than making them a dominant force in the early game, too. Which is why not everyone is getting items, or as many.

The problem with that is once you get a lot of people within x% of eachothers skill (and x is a large number as it increases the more RNG there is) the less balance and less control you have over play.

Think of it this way. People talk about who is the best player in a region, or in the world in league and it's a small group of people. But with this much RNG it's impossible to tell the top 10% apart. So once you get to E-Sports (which Riot wants) for example, you don't have the best vs the best, you just have a random pool of the top 10% of players all praying they get the better RNG as they're otherwise pretty equal all things considered.

Basically, it comes down to two things. Knowledge (not a lot is needed in TFT, maybe a month of going at it hard learning) and ability to scout all your opponents fast enough. That may take a bit longer and is in no way fun (IMO). Since there's no direct control, anyone that masters scouting (again IMO amounts to running around like a headless chicken, but to each their own) will all be equal. The number of people that will be capable of this is limited, but it's fair to say at least the top 10% will all be able to. The only thing left at that point is RNG of which there's a LOT, and it's too big of a factor for proper "E-sports".

Sure you can be competitive, but the game mechanics simply don't allow for a pro environment.

Get21 votes

-----Sure you can be competitive, but the game mechanics simply don't allow for a pro environment.

I accept your point. And for that, I have no idea what does what that affects that.

In other words, what other element of the game would need to be the winner's circle bottleneck? It is, afterall, bottle necks that create the opportunity for the wins. And how does giving everyone an item accomplish getting us closer? We still have to have a bottleneck.

Truss1 votes

You might win 75% of your games because you still climb in Elo since ranked ladder is just 2 days out.

Get21 votes

What does that have to do with anything at all?

Sillae4 votes

{quoted}

It's the game's fault you don't win. Got it.

considering the game is 90% rng...

and 7% searching for assassins and/or stacking items on a Draven with another 3% on actually placing intelligently

Get23 votes

If you think the game is truly 90% RNG, then your complaints will hardly register to anyone designing it, because it indeed is not 90% RNG.

Sillae2 votes

{quoted}

If you think the game is truly 90% RNG, then your complaints will hardly register to anyone designing it, because it indeed is not 90% RNG.

Right, so the champions you roll, get in carousel, the items you get (or lack thereof), the people you face (sometimes you're going to go against the #1 person 5 times if you're unlucky), the 1 gold you get instead of an item, it's all skill right?

Don't get me wrong. I understand the "strategy" of losing early to hoard gold and get the best carousel picks, but that's not really strategy on the actual gameplay side. It was strategy for the first person to do it but now... It's just being a meta sheep, and anyone who has played more than 2 games could figure it out.

Get21 votes

You're identifying elements of RNG and trying to connect them to elements of strategy adversely. You're isolating exactly one strategy and saying it's the only one on the table.

You do not have control over Item drops Card drops Who you fight (except the game tries to match you with equal outcomes OR quick executions to avoid redundancy)

You DO have control over What comps you want to build with what is given (enhanced by spatula) What buffs you want to add with what you have (enhanced by items/spatula) What comps you want to max with what's given Whether you want to farm gold hard or flip cards to build your team (and when and in what order you choose this) What pocket items and backline backups you're building into (spatula hoarding = pocket synergy as well) What neutral picks you will put out to get an extra buff, such as a Ninja or a two-person synergy And what synergies you try to buff with other synergies (more of a strat with what you're given).

So, to be clear, I have listed exactly 3 things you DO NOT have control over, that are based "100%" on RNG

And I have listed exactly SEVEN things you DO have control over that are based 100% on what you do with what you're given.

All I can figure from this item complaint is that people want to walk into every game playing exactly the same strategy, and having no control over items totally blocks that method of play. And I support that. YOU NEED TO BE ABLE TO CHANGE DIRECTIONS AT ANY GIVEN PASS, and that is based on the decisions you made up to any given point, which identifies skill more than whether or not you got X item and better than just giving everyone an item to "balance" your losses supposedly due to the state of items/distribution.

As an aside, I have noticed that generally when you're facing #1 or someone else high up several times, the game is weeding out redundancy. Why make you play against 2nd place when you'll also lose? So it puts you up against first place, maybe in a ghost match (the other player isn't there effectively). If you can't beat first, you can't win. Though it is a bit more complicated than that.

Sillae2 votes

{quoted}

You're identifying elements of RNG and trying to connect them to elements of strategy adversely. You're isolating exactly one strategy and saying it's the only one on the table.

You do not have control over Item drops Card drops Who you fight (except the game tries to match you with equal outcomes OR quick executions to avoid redundancy)

You DO have control over What comps you want to build with what is given (enhanced by spatula) What buffs you want to add with what you have (enhanced by items/spatula) What comps you want to max with what's given Whether you want to farm gold hard or flip cards to build your team (and when and in what order you choose this) What pocket items and backline backups you're building into (spatula hoarding = pocket synergy as well) What neutral picks you will put out to get an extra buff, such as a Ninja or a two-person synergy And what synergies you try to buff with other synergies (more of a strat with what you're given).

So, to be clear, I have listed exactly 3 things you DO NOT have control over, that are based "100%" on RNG

And I have listed exactly SEVEN things you DO have control over that are based 100% on what you do with what you're given.

All I can figure from this item complaint is that people want to walk into every game playing exactly the same strategy, and having no control over items totally blocks that method of play. And I support that. YOU NEED TO BE ABLE TO CHANGE DIRECTIONS AT ANY GIVEN PASS, and that is based on the decisions you made up to any given point, which identifies skill more than whether or not you got X item and better than just giving everyone an item to "balance" your losses supposedly due to the state of items/distribution.

As an aside, I have noticed that generally when you're facing #1 or someone else high up several times, the game is weeding out redundancy. Why make you play against 2nd place when you'll also lose? So it puts you up against first place, maybe in a ghost match (the other player isn't there effectively). If you can't beat first, you can't win. Though it is a bit more complicated than that.

What you have "control" over is what you are limited by because of the RNG. It's making the best of a bad situation. You even list "what is given" and "what you have" repeatedly in your list.

And people are complaining that too many people are doing the same thing, which right now is get pyke, stack spear of shojin.

Get21 votes

So nerf that synergy if it's such a problem. They can micromanage microgains. Imagine that? Next.

Sona Ping1 votes

You can reduce every game design issue in every game to "It's the game's fault you don't win. Got it." But that doesn't mean you should do it.

Get22 votes

I don't do it to every supposed game design issue. I did it to this one.

CounterPlay897 votes

Nobles only good @6 and getting that 6th is impossible to build for so ya, boring

BUT noble3 at begining is super over powered

Z3SIeeper1 votes

Also Noble is only good at 6, it's not even like it's the best despite how hard it is to get.

FrozenTundra672 votes

I honestly got more tilted playing TFT than actual ranked because I know I'm not getting ENTIRELY screwed in ranked. I played 7 straight games of TFT and I didn't ever get an item before krugs (other than carousel). And this was before they put in this God-forsaken gold system, I don't want to play it after what I see all over the boards about the "1 gold /= 1 item" stuff.

Toadwart2 votes

The meta since the patch is really bad. There are hardly any viable comps anymore and every game turns into an aoe fest. Balance is horrible between comps.

The game isnt set up to reliably counter anything, so you see everyone fighting for the same champs...every game.

Barkley2 votes

I enjoy it immensely.

Get debunked.

Sylphiod1 votes

I recently got first with demon-rangers build no lvl 3s Just got first and a rank up from a Glacial-Brawler build last game that was a long game. Assassins are really easy to beat especially once you get to the final 4 to 2

Truss1 votes

Assassin's were always strong 90% of the game but this Assassin+Locket shit is straight up broken!

And Assassin's are SO easy to farm.

hoganftw1 votes

Demons are actually good as they can really mess up ability orientated wombo combo builds. Demon champs themselves are also individually strong.

FakeGravity1 votes

problem with many of the comps is not in the bonus itself but in the champions you need for them being weak compare to the bonus, others just scale so poorly with their bonus, i find easier to have mixed half bonuses than a full comp bonus

The Sword Saint1 votes

I'm enjoying it quite a lot and so are many others.

Titanium701 votes

Demons. Bad.

Yep that me tells me all I need.

/thread

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