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TFT fights should wait for spells to finish

Vulpes Vulgaris··7 votes·5,330 views

Hi, I think there is an annoying inconsistency int TFT when it comes to the ends of fights. Some champions (mainly summoners )get extended fights so their spells can do their work but others do not. I do not feel it is fair that Zyra's plants extend the fight and give the player a chance to win/draw/ reduce the damage done and spells like Brand's ultimate do not get the same treatment. I have had many cases where I lost the fight just because the fight ended too early and the spell did no damage and I had many cases where I won/lost the fight because of Zyra's plants or Malzahar's voidlings.

I see and understand that if fights ended as soon as all champions died the summoners would be just too weak to be in the game and I think its right to extend the fights for them but I also think that should be done for all the champions.

The fight should end when there is no spell in the air and there is not any damage over time effects on any champion and no units in be the battlefield.

11 Comments

I Like Teemo2 votes

level 3 brand double casts ult.. bounces one time and the round ends, leaving all the others guys remaining stuff totally in kill range for the spell but is pointless because no damage is dealt after the fact..

i do feel like redbuff and morello's should also persist until they time out just incase they get 1 extra unit killed reducing the damage you take

Vulpes Vulgaris1 votes

Well, I agree that 20/40 guaranteed bounces with Brand's ult are too much but that is one champion to be balanced. And I think it is much better to need to balance 1 champion in exchange for the game now feeling unpolished and unfair at times. And Brand might not stick for long but, I assure you, people surviving spell in the air will happen all the time long after Brand is not included in a new set.

Also would level 3 Brand with 20/40 guaranteed bounces be stronger than level 3 Olaf with 6 berserker buff??

I Like Teemo1 votes

at what point did either of us mention olaf?

Vulpes Vulgaris1 votes

I mentioned it right now. If you are scared that level 3 Brand would be OP if the spell did damage all its damage then I want you to consider that level 3 Olaf is also a possibility in the game.

Olaf is very strong and is capable to kill the whole enemy team by himself if he has time to ult. If level 3 Olaf is ok to be like that then level 3 Brand would be ok as well if his spell kills people after all team units die.

Bul2 votes

i dont think olaf or his spell keeps doing damage after death

I Like Teemo1 votes

{quoted}

i dont think olaf or his spell keeps doing damage after death

yea what of this has anything to with olaf? his ult isn't anything to do with "spells should last after death" which is the whole point of this post

or did you forget that this is titled "TFT fights should wait for spells to finish"

(and no olaf's spell which last the entirety that he is alive, should not make him immortal until you win just to keep the spell active)

CloudedLogic1 votes

That would at best increase draws, summoners other than azir have a unique trait where if their summon (one or more) survive the fight they still do damage.

Brand ult does not do that, so if everyone dies and brand ult kills all the enemies, you draw, other wise you lose (which BTW its hard to guarantee a kill on the last unit since you need 2 units to bounce and keep doing damage). Honestly I don't care either way about that. If I am able to take care of the summons I probably won, if not they did. It only seems to come up for me in the earliest stages of the game (pre wolves draft). After that point the fights tend to get quite a bit shorter in general.

Vulpes Vulgaris1 votes

Yes, this would get more draws and I think it should be that way. It would not extend the fights by more than a few seconds and it would not make the whole match longer either since if I am not mistaken TFT treats draw as lose for both sides. From my perspective, it doesn't feel well when a player wins just because the game decided that it doesn't need to wait for the spells to do their thing.

And it is not a rare occasion when this happens. I see about 2 spells not killing its target per match and that is only on my board. How many times does it happen over the match across all players? All that is damage that prevents a player from another round to find the pieces he needed to turn the match around.

And it's not about Brand. It is about delayed damage in general. Even if you did not allow the Brand ult jump after his team has died the difference would still be big.

CloudedLogic1 votes

I feel the opposite. Not to mention this is almost exclusively about Brand as the only other champs who have long cast times for their ability are the champs who buff themselves (mundo, and nasus), soraka (who does damage instantly as opposed to over the duration), and singed. Everyone else's ability takes as long as an auto attack, or maybe a little longer to complete (in the case of Nami and Naut/LB), at that point you are saying any close match should have been a draw, as when the last person dies both spells and auto animations no longer do damage.

Additionally a loss on both sides, I believe, results in damage using only the players' damage ratings based on the current stage (capped at like 7 last I checked). Though that isn't really the point, I just don't feel this would be either a necessary change, nor a beneficial one. Its also one that Riot is unlikely to go for as reducing draws in set 1 was the entire premise of adding URF mode to the game iirc.

Wasabi Kitty1 votes

Level 3 Brand is already OP. Hell, level 2 Brand is OP, that's why he got hotfixed; because while everyone on here is ranting about olaf/glacials, ocean/mages was by far the best comp (and probably still is).

Toolmaker1 votes

[{quoted}](name=Wasabi Kitty,realm=NA,application-id=RaE1aOE7,discussion-id=LeqEK2tE,comment-id=0002,timestamp=2019-11-23T06:38:53.472+0000)

Level 3 Brand is already OP. Hell, level 2 Brand is OP, that's why he got hotfixed; because while everyone on here is ranting about olaf/glacials, ocean/mages was by far the best comp (and probably still is).

Mages and Inferno is pretty strong, but you can also position against them and build dragon's claw on a carry.

Glacial is probably the strongest imo because there aren't many counters.

Also, I agree, they should be consistent and have independent spells persist after death.

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