My issues with TFT--probably not alone in them

Häßlich·10/26/2019, 3:00:12 PM·1 votes·1,041 views
  1. Too much randomness. I want to enter a game with some form of gameplan, but every time I do I get screwed out of trying that strategy because I don't get enough of what I need to try it out. This isn't just champions, but items too, and getting gold from creeps is way too weak compared to the influence that items have.

  2. Shared pool of champions. This is frustrating on so many levels. It ties into point 1, but if there absolutely must be a shared pool, it's definitely too small for 8 players, and by the time you knock out enough other players to recoup the pool that you need, it's often too late for the higher tier champions to win you the game.

Points 1 & 2 are my biggest complaints as they synergize to remove the majority of strategic decision-making from TFT in favor of the same sort of "80% Luck / 20% Skill" nonsense we see in ARAMs. I really want to like this mode, but this is really bad.

A. Hextech, Cursed Blade, Phantom passive, and Zephyr are all far too powerful for how little investment they require. Not only that, but they seem to run completely counter to the design ideas behind how you would want to strategize and counterplay, especially given that these effects each have very little or no counterplay themselves.

B. Doubling up of completed items shouldn't be permitted. I mean like putting double Infinity Edge or Warmog's on a single champion. It forms unhealthy cheese patterns and it would be better to encourage more diversity of decision making. For example, Titanic Hydra + Warmog x2 on 3* Garen Garen is so stupid. Just a single Titanic + Warmog combo is already nuts on him, but he's nigh invincible with two, even if you CC him a lot.

C. Shared Draft is just bad all around. I can see what they were going for with the idea in theory, but in practice it's just frustrating on every level. It punishes success. It's highly volatile around lag. The turn counter is too long while the total draft timer is too short. The randomness of positioning in relation to your turn can make it impossible to get the pick you want, even during your turn since it's shared with at least 1 other player. Again, bad all around.

I'd much rather each player got a much smaller pool to draft from individually. It would speed up the draft phase while eliminating these unnecessary frustrations.

I, II, & III. Early game takes far too long to get going. Late game rounds barely give you enough time to take your turn. Games in general are too long. Outcomes are too binary.

What's worse is that the better you're doing, the longer it takes. Maybe one way they could make it more competitive while driving down match duration is by splitting the players into two groups beginning in Phase 3-1 or 4-1. The top 4 and bottom 4 compete with each other separately until 1 of each is left for the final fight. This seems like a healthier catch-up mechanic than the crappy Shared Draft we have now. Even if total match duration doesn't change significantly, at least it would give everyone more of a chance to actually play. Right now you could end a match in 8th due to bad RNG and be out in 15 minutes or so, but the 1st place guy will be there almost an hour--especially if the other two have really strong teams too.

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Anyway, I'm sure there's more I will come up with later, but this is just the stuff that stands out. I don't know how many total games I've played, but it's enough that I understand what's going on and often place in top 3 (unranked, since rank has no meaning/purpose to me). At a guess, I would think 50+ games, but I'm uncertain.

I doubt I'm alone in some of these complaints, so feel free to list the numbers you most agree/disagree with and include any I missed that you feel are important.

7 Comments

trfatboy2210/26/2019, 3:13:35 PM2 votes

It sounds like you just don't like this mode.

Void225810/26/2019, 10:01:55 PM2 votes

The carousel rounds also have the issue that, unlike any other point in the game, you can't look anything up. You have to remember what every champion does, their class and origin, and all the item icons and effects. It becomes memorization and not strategy, especially with issues getting to the champion you want and collision issues (get a bit too close and you select by accident).

I certainly agree with you on the randomness issue, especially with the emphasis placed on getting level ups (2 and 3 stars). If you can't get at least full 2 stars you generally have no chance, and you have to break your own comps to get out 1 star champs and have to hope you get anything to work with. If you can't get 2 stars by crugs, you will probably lose and there is nothing you can do about it.