Damage is too high

SirLanc3lot·7/2/2019, 1:24:33 AM·4 votes·3,208 views
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My biggest issue with TFT is the damage calculation. I understand you wish to keep the games relatively quick but mid/end game feels more rushed than fair. While it's severely unlikely for tier 4/5 to make it to their third form, though the 2nd form isn't to hard to come by, it is fairly likely to get multiple tier 3's there. And for them to survive. The one things I like about League is that one bad play doesn't typically spell out your doom. That's not the case in TFT with the way the damage is currently set up. Losing 20+ (sometimes even 30+) health just feels like a big slap in the face. One bad round can literally end the game for you. It gives no chances for epic comebacks or a shot at redemption. Please look into possible changing this.

6 Comments

Panthaz897/2/2019, 1:59:12 AM3 votes

Yeah the dmg amount is pretty insane and all its doing is inspiring bad play of rushing t3 units early in fear of losing early.

Leivve7/2/2019, 2:03:51 AM1 votes

Well the new problem you have is, what happens when you have the guy with 11 HP, with the obviously better comp taking on the second place with 76. Do you really want to go through 5 or 6 games when one player very obviously has the better team? By that point, you need to be in a position where you'll win, or the amount of retries isn't going to save you anyways.

Sire Hippington7/2/2019, 11:56:06 AM1 votes

Not only scale the numbers really high later on, the baseline 2 damage causes early loosingstreaks to be very punishing aswell and the combination of both is what makes combacks really hard. Even if you manage to get a good setup later on, if you lost alot early you quickly drop so low that 1 loss later on is enough to drop out, and 1 loss can happen easily no matter the setup cause of all the RNG, just face some critlucky assasins and gg, or run assasins your self and get 1 fight with no early crits...

if you take the original DAC in comparison, they roughly have half the damage per piece later on and no 2 base damage ( https://dotaautochess.gamepedia.com/Unit_Level ) Though at later rounds, some % current health damage is added baseline, and once it's only two players remaining, it enters sudden death and cuts down 50% current health of both players each turn, which both helps combacks.