Huge champion balancing issues
I love TFT. I really liked Auto Chess and only checked it out when Riot announced TFT. Riot fixed a lot of issues of pure RNG that Auto Chess had with the Shared Draft, which was cool. When it comes to RNG, I get it, you can get rekt; but when you have a chance to put it all together and it just falls flat vs something that really doesn't make sense, it's frustrating.
The balance between champions and their damage just seems... nonsensical at best. I get synergies, but some champions just flat out don't compare to others, even ones that are so similar, like Vayne/Trist/Lucian. If Vayne gets double Guinsoos, sure she's amazing, but generally doesn't compare to a Lucian, for example.
So, my real world example is this, I had a **Lucian with 2 Shojins and Blade of Ruined King vs **Graves with Sword Breaker and a half something item. I had my Gunslinger AND Blademaster passives active, because of BoRK, yet it might take Lucian 10 shots to kill Graves, whereas he 2-3 shots Lucian. If he didn't hit so hard for no reason, it'd be fine, I'd have been able to auto-kite him or something to that effect. But, nope. I had 2 BF sword items and a 3rd item, he didn't even have a BF sword item and he did massive damage. It's just... awful and confusing.
The way items and champion damage works needs to be hard balanced, or I just don't see how it'll stay competitive. Who wants to play a Ranked mode where you get a great setup and someone gets something crappy, but because their guy naturally does more, you lose? It's frustrating. I just wonder if I'm alone in thinking that.
Otherwise, I hope TFT keeps improving and stays as fun as it is while it's fresh.