Suggestions to improve Teamfight Tactics.

ModPrandine·6/27/2019, 4:11:14 PM·7 votes·2,683 views

I have a couple games of TFT under my belt with my highest placing at the time of this post being 3rd. While I definitely can see the appeal in it when I couldn't before due to not playing any auto-chess games prior to TFT I do have some suggestions to help improve the overall experience.

  1. Improved Item Drop Rates. Currently items decide much of how TFT plays out, and whoever gets the better items first has a huge advantage compared to those who get little to no items. If this is to remain the case then something has to be done about the frequency of item drops in this mode in order to help prevent people from getting as massively screwed over as they do now. It doesn't have to be a massive shift but just a better likelihood of getting items in general would go a long way in making it seem more fair and balanced.

  2. Ability to Combine Items on Bench. Currently the only way to combine items is to prop them on a champ, then sell the champ to potentially make proper use of it. This is very cumbersome, tedious and time consuming, as that time could be better spent positioning and upgrading units. By allowing the ability to combine items on the bench it not only saves time but would also allow players to better plan their tactics for the coming fight(s).

  3. Ability to Move Items from Champ to Champ. This ties into my previous point but after placing items on a unit you currently have to sell said unit in order to get the items back. While I get this is most likely supposed to encourage forward thinking the majority of the time it just seems counter-intuitive and annoying, at least to me anyways. I think having the ability to move items from one champ to the next in between fights would encourage more creativity and make unit and item management more reasonable than it is now.

  4. Higher Likelihood of Getting Owned Champs. Combining units is a neat feature but it can sometimes become impossible to do if the RNG works heavily against you, and while I do appreciate the Lock feature to lock a current selection of champs I don't think that's good enough. I think making it so players have increased odds of getting champs they currently own would help mitigate that somewhat. For example, if you currently own a Lucian then you'd have increased odds of getting an additional Lucian in your next drafts. Make no mistake, this wouldn't guarantee you get them all the time, but it would increase the odds of you getting them than it seems to be now.

  5. Tutorial Mode for New Players. Currently the game does a very poor job in teaching people how to play, meaning unless you've played similar games before and/or watched how-to guides online you're in the dark on what to do here. I definitely think a fleshed out tutorial mode and maybe even a vs. ai mode as well would go a long way in teaching people how to play rather than throwing them to the wolves as it does now.

  6. Better AI Targeting & Positioning. The AI targeting and positioning at times makes no sense, as more often than not they'll target a healthy enemy than a wounded one whose only one or two hits away from dying, which can mean the difference between living for another round or being eliminated since (correct me if I'm wrong) how much damage you take depends on how many enemy units are left. They also like to group up with each other, which is bad news against an AoE team. This needs to change so they prioritize weakened units and don't group up as much, for at least that way even if you die you won't take as much damage as you would otherwise & may even last longer in the fight than you would if they just grouped up tons.

Let me know what you think of my suggestions. Thank you for your time.

5 Comments

A Friendless Boy6/27/2019, 4:50:08 PM2 votes

Erm… Earning XP from it would be a great start.

StormBladeMaster6/27/2019, 9:06:07 PM1 votes

I agree with you on everything.

Especially the part with champ in the shop. It's so fustrating to see others guys who can get their champs to 3 stars and you can't because the shop don't want to give you what you want, even with a lot of rerolls.

For example : I buyed Garen, Fiora, Lucian and Lissandra.

I reroll 5 times, not a single garen, fiora, lucian or Lissandra. 3 times it's Nidalee, Elise, Kassadin... I feel like the shop work against you xD.

ModCaptainMårvelous6/28/2019, 12:09:22 AM1 votes

Agree with everything except:

  1. Ability to Move Items from Champ to Champ.

This is a bad suggestion that takes away from the risk/reward of items. Part of DAC was about how you had to manage the possible chance that you could get something better OR getting items on a good unit now with the risk that you might get something better. Taking this away means that you're always free to just shuffle good items between units, making the game even more snowbally than it could already is. Items are meant to be something you think of. Next time you go into a game, I recommend placing items on a unit that you plan on selling or a unit that falls off.

  1. Higher Likelihood of Getting Owned Champs.

This takes away from the strategy of the game as well. You're not supposed to go into the game going "Huh, I think I'll pick a wild/shapeshifter comp this game" or "I will go these 4 specific champs". Part of the tactics is working with what you're given. Yes, sometimes you'll try to build something and then never get it. That's part of not just TFT but Underlords and DAC. You should be flexible and know how to flex around what you're given. If you don't and you lose because "I never got what I wanted", then I'm sorry but you should have gone something else. A 3-star Elise will be better than a 1 star Aurelion Sol in most cases.

Also this won't solve anything either, as if this is implemented, you're still picking from a limited pool and one player will end up getting your comp but better. Again, another common from DAC. Just gotta learn to live and work around it.

ModPrandine6/28/2019, 5:46:41 PM

Update: I was finally able to finish 1st in my most recent game of TFT, and while that does definitely feel good after a string of back to back 7th and 8th place finishes admittedly it was mostly due to getting good items early on, such as a very early Spear of Shojin, both of which were firsts for me. I still stand by my proposals but look forward to hearing more feedback from others on them.