Some TFT issues
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The glacial stun duration should be greatly decreased, there's no way that a 5+ second stun is in any way shape or form a fair ability when in that time frame a Draven can 1 shot literally every single member of the opposing party. 2 sec max. I've been stunned for upwards of 15 seconds back to back glacial stuns. Not only did you not put in diminishing returns but for some strange reason you've allowed back to back stunning. This is completely unacceptable.
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Please include the build trees for every single item when we right click on the items, it's not a layered mystery what they turn into it's just irritating.
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For some unapparent reason there are instances where I literally observed units who aren't stunned and aren't in any way incapacitated stop moving, and just stay immobile for the entire round.
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After our personal engagements end we should be able to immediately move onto the next phase where we pick champions, that extra time that we sit on the screen doing nothing can be better spent that way, please speed that screen up.
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When we press TAB we should have a screen showing all the players, and their respective champions, it makes it much easier to coordinate strategies when you don't have to hop from screen to screen to see them. Please include all the things the regular TAB has including ALL the mutes, there are some people who are very annoying with pings and the like.
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Warmogs needs an upgrade to 5% health per second, 3% might sound like enough but you have to bare in mind first how long it actually takes to build Warmogs and second what happens by that time. Most people start doing damage between 15-50% of your life in 1 hit, so when compared to that 3% is truly meaningless.
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Guardian Angle is completely broken, first it sometimes doesn't work and the best time I've seen it fail is if you're fighting, and at the end of the fight, the last champ you have has Guardian Angels and as he goes down instead of coming back up the round just ends. The second issue with it is the health you come back with, I've never seen it actually come back with 500 health, the second that person comes up they have maybe 1% life and they instantly die. That's the other thing, why 500 health? Why not 50% health and 30% mana like in the actual game? It seems reasonable for an item like that.
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Low health precision targeting on champions. See the problem is if your champion is fighting 2 champions and 1 is 100% life and the other is at 10% life your champion just ignores the guy that's 10% and loses. That's not at all how champions should behave.
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Pretty much anyone who plays TFT can agree draven is wildly broken, he's got entirely too much damage, it's 1 thing when someone uses an ability to do a lot of a damage but this guy naturally hits for tripple what everyone else does, he needs a nerf BADLY. My suggestion? Make him hit a little harder than everyone else maybe 5% more and his ability would speed up his rate of attack.
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Some bonuses aren't even at all, like the "shapeshifers", and the "sorcerers" ones. Doubles the units health after shapeshifting or gives a team more AP for sorcerers? I mean while that sounds cool and everything let's look at what kind of stuff the other ones do. For example the assassins increases their crit, so you have assassins who already hit a double and triple of everyone else hitting at 6x the damage while shapeshifters who're already under powered gain no damage at all just health And sorcerers get AP. By what standard is that even remotely on the same scale as assassins? How is that balanced?
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Coloring the text for each champion class like "sorcerers" should be blue, "pirate" should be brown, etc.
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Add rewards for every game, it feels lackluster regardless of what mode you're in when you play a game and get nothing for it.
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Kindreds ability should be properly fixed. Right now when he puts up his ability it makes all the champions inside it invulnerable, the problem is that's an OP ability, it should make them unkillable but they should still be able to take damage up to about 5% health. Because what ends up happening is you have a pretty even fight, then he puts up his ability and your entire team keeps taking damage while the enemy team takes 0 damage at all for his entire duration, which is like 5 seconds. That's ridiculously OP. That's the literal equivalent of having Kayles shield on multiple people lasting 5 seconds.
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Double stacking of items should be made impossible, as simple as adding the word "unique" to each full item to make them impossible to stack.
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Change the requirement for upgrades of champions from 3 to 2, it will significantly speed up the game. This has been tried in another auto battle game called auto chess, and it has been wildly successful in cutting the playtime in half.