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Riot's philosophy about what a " good " game design is.

Cräfty··5 votes·833 views

TFT: based on leveling up units to rank 2 or 3 star. Riot: Completely nullifies its core mechanic with Cursed Blade.

TFT: based on using mana to cast spells. Riot: Completely nullifies its core mechanic with Demons and Hush.

TFT: based on AAs to build up mana and do dmg. Riot: Completely nullifies its core mechanic with Sword Breaker.

TFT: based on interactive PvP fights. Riot: Completely nullifies its core mechanic with permaCC (noticeably, Glacials)

TFT: based on using items to solidify our comps. Riot: Completely nullifies its core mechanic with Hextech trait.

Coming soon:

TFT: based on using units on the board. Riot: Completely nullifies its core mechanic with something that pops units out of the board for the rest of the fight (kinda like banishing a card from the game, in card games like Yu-Gi-Oh!).

6 Comments

BestPudgeNA3 votes

Core

Subdue2 votes

Can you think of a single game where no stupid comparisons like these can be made?

Any warfare game: Based on being able to shoot your targets. Flashbang: completely nullifes your ability to aim.

Monopoly: Based on being able to circle the board and buy properties and earn income. Jail: completely nullifies your ability to circle the board and makes you lose turns.

Cheezerk2 votes

I think what makes it feel worse in TFT is the fact that the counters last so long. Matches tend to last 5-15 seconds in my experience, and when the counters are 8 seconds long or have the potential to be permanent, it leaves a feeling like there is nothing you could of done.

Cräfty1 votes

Any warfare game: Based on being able to shoot your targets. Flashbang: completely nullifes your ability to aim.

Flash grenades don't prevent you from shooting or aiming, it just prevent you from seeing clearly, that's it. Your guns are still functional and you can still shoot.

Monopoly: Based on being able to circle the board and buy properties and earn income. Jail: completely nullifies your ability to circle the board and makes you lose turns.

Jail only prevents you from moving for a couple of rounds at best. besides, you can pay your way out of it easily. And it's only one jail box in the whole board! Besides, it is actually a funny concept to have in that board game and creates funny moments in the game for everyone. What I mentioned in TFT does't create funny moments for anyone... not even the players who are using those said units/items... They're just bad and unfun to play with/against.

Subdue1 votes

{quoted}

Flashbang: completely nullifes your ability to aim.

Flash grenades don't prevent you from shooting or aiming, it just prevent you from seeing clearly, that's it. Your guns are still functional and you can still shoot. Jail: completely nullifies your ability to circle the board and makes you lose turns.

Jail only prevents you from moving for a couple of rounds at best. besides, you can pay your way out of it easily. And it's only one jail box in the whole board! Besides, it is actually a funny concept to have in that board game and creates funny moments in the game for everyone. What I mentioned in TFT does't create funny moments for anyone... not even the players who are using those said units/items... They're just bad and unfun to play with/against.

Now you're adding qualifications, but I can do that about yours too. Here watch :

When the lone silver Ashe manages to take down the lone silver Draven with three items due to a few lucky freezes that's very funny for me.

Or how about: hextech only lasts 8 seconds and is easily countered by spreading your items on different champions.

The point is, as you've unwittingly pointed out yourself, that just like mechanics such as not being able to see, or not being able to move can be balanced, even if they are contrary to some core principle of the game, and the very premise of this thread is asinine. There are very few games where there is no component that works against the player's ability to do what he wants, as such components usually add depth to the game.

On My Kill List2 votes

you might be on to something. i noticed that every new addition to tft has been something that breaks the game fundamentally. i wouldn't be surprised if in the future they do end up releasing a champion class that removed stuff from play permanently. it'd probably have to be super hard to get but even then would be fundamentally broken if you had any control over it. and if it was RNg it'd still be broken as you could remove their 3 item/3 star carry by accident and win the game cuz of that.(similar to hextech now except it'd just outright delete the carry) personally the only thing that really makes no sense to me is cursed blade,the lack of anti crowd control items/qss etc in tft. since tft is full of so much game breaking crowd control you'd think we'd have champions/classes and or items designed to counter that everyone could easily build to keep people like glacial and etc from getting out of control. it also makes no sense from my point view on why tft lacks counter counterplay to things like antihealing? it seems almost every comp has antiheal in it. antiheal should be harder to obtain then it currently is. it also shouldn't be aoe or if it is aoe shouldn't be so strong as it is now. we should again have a way of countering these counter mechanics if they are going to be allowed to be so powerful that people pick them even without thinking.

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