My Thoughts on TFT
So I did some research before making this post today. After seeing how RNG reliant you have to be in TFT I went and downloaded the original Battle Chess on my phone to see if maybe it's just part of the type of game, and it isn't. Battle Chess is hardly reliant on RNG and more reliant on strategy and unit placement.
What also made me laugh was the fact that Riot made an RNG reliant game mode then named it Team Fight TACTICS. There aren't really any tactics involved when you go against someone who has 3 full items by round 4, or someone who has 2 level 3 units by round 5.
Another thing that I noticed was that Riot only added 1 maybe 2 support champions to the roster that you can pick from; none of which are healers (Lulu doesn't count because her spell can is temporary and technically isn't considered a 'heal'), but in every other Battle Chess themed game I have looked into, they all have some sort of healer...
Also, the fact that all the current combined items you get only require 2 items to craft them. There is NO way that Guisno's should have the same requirement's as the items that add a class to one of your units. You'd think that'd be obvious considering that there are very very few items in SR that take only 2 items to make, and the ones that do are either boots or items you need to make better items...
I even tried out the DOTA 2 battle chess they have on the ptr, and it's not quite as reliant on RNG as this is...
What get's me is how can you have a ranked game mode where the outcome is purely determined by RNG? At that point it's just a leader board of people who end up being the luckiest.
Now there are a few suggestions I think could really, really help TFT not be so reliant on RNG, but yet still make it stand out against all the other BC games that are popping up all over the place:
- Add Soraka and Sona to the roster: These two are the only two power healers in the game currently that would be able to work in TFT. I cant really see Yuumi's abilities working very well in TFT because of her attachment mechanic.
2.Add more Support characters: Champions like Nami, Ivern, Janna, Taric, and Tahm would add more strategy to the game and not make it just an all out 'who can CC faster than my dps' battle. Nami's q being able to bounce from Ally to Enemy would be incredibly strategic because you would have to find the optimal placement so that people stay in range to keep it bouncing. Ivern was a champ I was almost certain going to make it into TFT. You could pick any of his abilities (Save for the grass planter) and they would be helpful in certain group combinations. Janna is a powerhouse support champ that, again, was almost convinced was going to be in TFT because of her utility options. Taric is kinda iffy because of how some of his spells work, but in TFT units aren't actively trying to dodge spells, so his stun could be pretty useful, and Tahm could be a huge front line tank that doesn't do much damage but can help soak damage for the ranged.
3.Add diversity into how items are created: Items that are overall better than other ones should be harder to acquire. Don't just lower the drop rate because that doesn't really solve the problem. Making better items require you to combine more than 2 items to make lengthens the time it takes to acquire the item, and makes the lesser items a strategic choice for early game, and the better ones a better choice in the late game.
4.Allow people to choose a faction and buy units specific to only that faction: I know I am going to get a lot of crap about this, but to make TFT stand out against all the other BC games, why not let the player choose their faction at the beginning of the game instead of picking from the carousel? This will make it seem like you have more control over what faction passives you want, and that way you only have to focus on how you want to build your team. Then later in the game, (maybe every 7 or 8 rounds) allow the players to choose another faction. again giving the player more control over how they want to play the game instead of improvising based off whatever you manage to get from the carousel. Also it reduces the need for RNG and lets you still compete if you pull the short stick and get horrible RNG.
5.Allow certain items to be purchased with a separate currency and/or add Legend Spells that can do minor things: Again this will add more of a tactical approach to the game while allowing you to still have RNG aspects. Being able to buy minor items like
or
allow you to strategically use that currency to help certain champs early game, then use them to make bigger items late game... As for the spells, adding something like
or
would add even more of a strategic aspect to the game.
Tell me what you guys think of my ideas.