Should an item shop be added to teamfight tactics
So you don’t have to spend all your gold on constantly re-rolling.
So you don’t have to spend all your gold on constantly re-rolling.
An item shop? .. I don't think that would be healthy for the game.
The ability to do something like, spend 20 gold for a random component item? Sure
Sell items for gold? Sure
Swap two component items or one completed item for one random component item? Sure
There being only 1 currency would make analysis and balance/development easier. Charging/offering a price for items at a shop would link the calculus for champs and items, rerolls and levels, and would therefore reduce the impact of any 1 roll of the RNG on the game, therefore making it feel more strategic. This is a really great idea! Right now, there being gold for champs and levels but not items, makes it so that the item rolls at the big PVE camps feel like they can really dominate the mid game--especially when those item rolls synergize with carousel picks.
Regarding there being an actual location on the board for the shop: maybe putting it at the carousel, hence giving people something productive to do before/after they approach the circle to get champs, would make that whole experience less tilting. I think this issue is very related to the one the poster raised here:
and I discuss some of the math behind the issues at length here:
I mean, if there was an item shop you could actually have counterplay your opponents teams. cant be having that.
Maybe if you could cash in two of an item for 1 basic item. This way when you get like 4 armors all in the same round, you can toss 2 back in hopes of something that you can utilize.
Just make 1 item drop at the 3rd monster encounter, and 2 at every encounter after.
That's it. Done. Solved.
The most frustrating thing about items is getting 1 while everyone else gets 5.
So you don’t have to spend all your gold on constantly re-rolling.
You guys need to understand that the popularity of this mode is that it's like Poker, while normal League is like chess.
It's the randomness that attracts the lowest common denominator. Their biases let them believe when they win it's skill, and when they lose it's unfair bad luck. Get rid of the randomness, and people have to take responsibility for losing. And even in normal League that's hard for most of them to do.