TFT Rise of the Elements Suggestions & Complaints

Dormintian·11/22/2019, 12:12:32 AM·4 votes·1,832 views

Alright, everyone already knows about quite a few of these but I'm going to go ahead and list all the problems I'm seeing in TFT's current incarnation.

  1. Olaf Glacial: His spell making him completely immune to CC for the remainder of the battle while giving him 100% attack speed increase and up to 50% life steal was a completely idiotic move on the one that decided to make him like that. He's a Tier 4 champion that is by far stronger than most Tier 5 champions and fits in with any comp that even has a splash of Glacial. Easy fix by making his Ragnarok only last for 6 seconds like it does outside TFT.

  2. Zed Summons: His clones getting full access to his items is powerful enough as is, throwing on spatula items such as Mage Hat or Talisman of Light pushes him beyond insane. Easiest way to fix would be changing his clones to static summons such as Azir's that only attack when he does for set amount of physical damage.

  3. Annie Tibbers: Tibbers even from a 1 star Annie has more health and damage than any base 3 star champion in the game. Combine this with literally any item that boosts her damage or mage cap, with the summoner health boost and you have a bigger meat shield than a 20 stacked Cho'gath with warmogs in ARAM. Easily fixed by adjusting health/damage to be closer to their non-TFT levels based on Annie level (Health 1200 / 2100 / 3000, Damage 75/100/150 for example).

  4. Zyra Plants/Azir Sand Soldiers: These summons have no health and can't be damage, but are still targeted by spells and champions. This makes the game completely and utterly pointless if your champions run over to attack something they can't even hurt and just stand there like an idiot while they get torn to shreds. This is a bug caused by them being treated as summoned units in the targeting algorithms.

  5. Stuns: There are far too many stuns with insanely long durations, Qiyana and Nautilus both have a stun that lasts for 3 seconds, Qiyana's hitting a 2 hex line, and then there's Malphite which hits with a massive AoE (I think the target hex and any adjacent hex is effected) and stuns for 2 seconds. I've lost count how many times I've seen someone throw Malphite in a mage comp with a mage's cap and watched him stun my entire team repeatedly until they're all dead. The duration of these stuns is the problem, 1.5 seconds should be the LONGEST duration stun and there should be no multi-target stuns that last more than 1 second.

  6. Dodge items: The dodge mechanic is great and makes for a great defense against pure attack speed items/comps, however the only current counter to it is getting ocean online and relying on damaging spells. I watched a 1 star Jax with frozen fist and phantom dancer just stand there beating a 3 star Vayne with double infinity edge, hush and 9 piece light bonus online to death while the Vayne couldn't even touch him. Adding back the "attacks always hit" to Rapid Fire Cannon would help balance things out more so there isn't one overpowering element.

And last but certainly not least...

  1. RNGesus: I get that RNG was decided to be an element in the game regardless of it being a horrible idea for a game that is supposed to be based on tactics, but currently the RNG system is so horrid you can either win with no idea of what you're doing or lose while attempting to make a sure thing work. I've lost count how many times I went from winning every match up until Wolves only to get knocked out in 8th place because RNG decided I didn't need anything that goes with my comp I'd already invested heavily in. I've had multiple games where I barely had anything drop in Wolves and Raptors both (including gold) and literally gotten 50+ gold worth of rerolls giving me nothing that goes together, let alone going with my build. Countless times have I started building something from Stage 1-1 only to have someone start building the same thing in Stage 3-X, finish it out and get all perfect items before knocking me out. As for those that want to say "Stop complaining and get good" or "Stop trying to follow strategies you red on Reddit" crap, I don't read Reddit and I build different in every game based on what I've been given to work with and what everyone else is working with, and have been playing since day 1 of live server beta (including some on PBE). RNG has been the primary component in winning or losing since the very beginning and is only worse with the reduced number of champions in each tier and the gold orb drops. Also getting fully built items in Carousel and Dragon/Herald stages with no chance to break them down means you have to pray those items would at least be useful in your comp. I don't know how many times I've seen Dragon/Herald with a spatula item that has absolutely no use in my comp (warden's mail/frozen mallet while building blademaster/desert, talisman of light while building mage, etc.).

I know there is a weight value applied to champions for the selection bar based on level, if that value was also modified based on the number of origin/class for each on the field and your sideline it would reduce RNG massively for whether or not you can finish your build, and adding the ability to break down a fully built item to it's base components would allow you to turn those useless items into something potentially useful, as well as giving a workaround for a bug I've noticed where it showed me picking up an intended item but actually grabbed an item beside it when I went to put it on a champion (has happened 4 times, primarily if hit with a lag spike right as you grab an item, shows the item you wanted but code switches to an item you passed over when placing and swaps). Allowing us to pull items from a champion's inventory and move it without selling the champion as well as breaking down the item would actually help bring more skill into the game, say that rageblade you threw on one champion would be more useful on a champion you just got out/leveled up now than it was then, or that infinity edge is now a hindrance because of people building phantom dancers, pull it off and move it or break it down to build something else. Even if this function costs gold to unequip and break down it would be well worth it.

14 Comments

ThunderCraft11/22/2019, 5:59:37 AM3 votes

TFT Rise of the Elements is not addictive like set 1 period

Laskypllnix11/22/2019, 8:41:14 AM1 votes

---you can either win with no idea of what you're doing or lose while attempting to make a sure thing work.---

This is so true, just today I won 1 game and second game got 2nd place, while I wasn't sure what I was doing or building, it somehow worked.... I'm trying to tacticaly build until wolves and I often do good, having 100 HP or above 90 but then suddenly I start to loose, while I'm still getting stronger and looking at oponents and sudenlly I don't know how I'm loosing or what to do...

Cloud Skylar11/22/2019, 8:55:00 AM1 votes

{quoted}

Alright, everyone already knows about quite a few of these but I'm going to go ahead and list all the problems I'm seeing in TFT's current incarnation.

  1. Olaf Glacial: His spell making him completely immune to CC for the remainder of the battle while giving him 100% attack speed increase and up to 50% life steal was a completely idiotic move on the one that decided to make him like that. He's a Tier 4 champion that is by far stronger than most Tier 5 champions and fits in with any comp that even has a splash of Glacial. Easy fix by making his Ragnarok only last for 6 seconds like it does outside TFT.

That could be a possible fix yes or also just remove glacial from olaf.

  1. Zed Summons: His clones getting full access to his items is powerful enough as is, throwing on spatula items such as Mage Hat or Talisman of Light pushes him beyond insane. Easiest way to fix would be changing his clones to static summons such as Azir's that only attack when he does for set amount of physical damage.

I agree with this completely. Zed with mage cap and another 2 items is just to overpowered especially since the clones copy items. Also easy fix make clones not summon other clones. Only zed since other summoners dont have their pets summon other pets. (maybe zed summons 2 clones instead of one ).

  1. Annie Tibbers: Tibbers even from a 1 star Annie has more health and damage than any base 3 star champion in the game. Combine this with literally any item that boosts her damage or mage cap, with the summoner health boost and you have a bigger meat shield than a 20 stacked Cho'gath with warmogs in ARAM. Easily fixed by adjusting health/damage to be closer to their non-TFT levels based on Annie level (Health 1200 / 2100 / 3000, Damage 75/100/150 for example).

Well annie tibbers is just insane especially with mage cap this should not even be a thing in tft.

  1. Zyra Plants/Azir Sand Soldiers: These summons have no health and can't be damage, but are still targeted by spells and champions. This makes the game completely and utterly pointless if your champions run over to attack something they can't even hurt and just stand there like an idiot while they get torn to shreds. This is a bug caused by them being treated as summoned units in the targeting algorithms.

This hasnt happend to me with zyra and azir soldiers my units never attacked them. The only annoying thing is they remain even after the summoner dies killing your whole team and gives the enemy win even with all champs dead.

  1. Stuns: There are far too many stuns with insanely long durations, Qiyana and Nautilus both have a stun that lasts for 3 seconds, Qiyana's hitting a 2 hex line, and then there's Malphite which hits with a massive AoE (I think the target hex and any adjacent hex is effected) and stuns for 2 seconds. I've lost count how many times I've seen someone throw Malphite in a mage comp with a mage's cap and watched him stun my entire team repeatedly until they're all dead. The duration of these stuns is the problem, 1.5 seconds should be the LONGEST duration stun and there should be no multi-target stuns that last more than 1 second.

This is not a real problem since everyone can build the same champions so everyone has access to the stuns.

  1. Dodge items: The dodge mechanic is great and makes for a great defense against pure attack speed items/comps, however the only current counter to it is getting ocean online and relying on damaging spells. I watched a 1 star Jax with frozen fist and phantom dancer just stand there beating a 3 star Vayne with double infinity edge, hush and 9 piece light bonus online to death while the Vayne couldn't even touch him. Adding back the "attacks always hit" to Rapid Fire Cannon would help balance things out more so there isn't one overpowering element.

That jaxx thing is impossible for me to believe since a lvl 3 with 2 hits would just kill a lvl 1 jaxx. But i agree with the frozen fist thing since it seems kinda of broken for me (even with the new patch nerf)

And last but certainly not least...

  1. RNGesus: I get that RNG was decided to be an element in the game regardless of it being a horrible idea for a game that is supposed to be based on tactics, but currently the RNG system is so horrid you can either win with no idea of what you're doing or lose while attempting to make a sure thing work. I've lost count how many times I went from winning every match up until Wolves only to get knocked out in 8th place because RNG decided I didn't need anything that goes with my comp I'd already invested heavily in. I've had multiple games where I barely had anything drop in Wolves and Raptors both (including gold) and literally gotten 50+ gold worth of rerolls giving me nothing that goes together, let alone going with my build. Countless times have I started building something from Stage 1-1 only to have someone start building the same thing in Stage 3-X, finish it out and get all perfect items before knocking me out. As for those that want to say "Stop complaining and get good" or "Stop trying to follow strategies you red on Reddit" crap, I don't read Reddit and I build different in every game based on what I've been given to work with and what everyone else is working with, and have been playing since day 1 of live server beta (including some on PBE). RNG has been the primary component in winning or losing since the very beginning and is only worse with the reduced number of champions in each tier and the gold orb drops. Also getting fully built items in Carousel and Dragon/Herald stages with no chance to break them down means you have to pray those items would at least be useful in your comp. I don't know how many times I've seen Dragon/Herald with a spatula item that has absolutely no use in my comp (warden's mail/frozen mallet while building blademaster/desert, talisman of light while building mage, etc.).

I dont know if this is rng or by design. Since i have seen a lost of people (including myself) complain about the items they get from drops being absolutely unusable (like you said "(warden's mail/frozen mallet while building blademaster/desert, talisman of light while building mage, etc.)."). I dont think i have see so much negative rng to give people every time the items they have no use for not to mention even in carousel the completed items sometime are items that noone builds.

I know there is a weight value applied to champions for the selection bar based on level, if that value was also modified based on the number of origin/class for each on the field and your sideline it would reduce RNG massively for whether or not you can finish your build, and adding the ability to break down a fully built item to it's base components would allow you to turn those useless items into something potentially useful, as well as giving a workaround for a bug I've noticed where it showed me picking up an intended item but actually grabbed an item beside it when I went to put it on a champion (has happened 4 times, primarily if hit with a lag spike right as you grab an item, shows the item you wanted but code switches to an item you passed over when placing and swaps). Allowing us to pull items from a champion's inventory and move it without selling the champion as well as breaking down the item would actually help bring more skill into the game, say that rageblade you threw on one champion would be more useful on a champion you just got out/leveled up now than it was then, or that infinity edge is now a hindrance because of people building phantom dancers, pull it off and move it or break it down to build something else. Even if this function costs gold to unequip and break down it would be well worth it.

I agree. A very good option to get back the items and remake them from their components for the different comps you make. Or at least a maximum of lets say 2 items per game that you can remake so that it wont be abused by eveyone.

Semaj3xt4h11/22/2019, 1:45:33 PM1 votes

20 stack cho in aram?? Lol, most stacks ive gotten is 18 and I had almost 8000 life... Tibbers doesn't have 8000 life man but I suppose the analogy still works in comparison to the other units health pools.

EDIT: I do agree though, tibbers is OP and set 2 so far hasn't been nearly as fun because of how unbalanced it is... There are just plain bad team comps atm and i've gotten beaten plenty of times with little synergy, seems like the 6-9 bonuses aren't worth it anymore compared to getting 3-5 3 trigger bonuses.

Żügżwäng11/22/2019, 4:57:02 PM1 votes

RNG was the worst part of the game before, so it seems it's part of their core design since they kept it in for this season too.

Chisonali11/25/2019, 6:22:28 AM1 votes

I want to bring up a couple more minor complaints concerning the balancing of TFT: Rise of the Elements. We all know Olaf, RNG, and certain combos are a problem. but there's a situation I kinda dislike within the build of the classes/origins. The perfect example of my problem is Woodland Druid.

Woodland has 4 champions. Maokai, Neeko, Ivern, and Leblanc. (Not counting Lux due to her being special here)

Druid has 3 champions. Maokai, Neeko, and Ivern.

Neither of these have an item to turn one into the other and the champions are all 1 and 2 gold champions. They also only have 1 tier of effect with woodland duplicating a woodland champion and druid healing 40/s HP. If the issue isn't clear its that by building one you inevitably build the other. Its practically giving you an origin and class bonus right off the bat and they mesh well enough together to carry you into the late game. You can even build mage or assassin out of it because of Leblanc. The problem here is it feels like its handing you too much synergy with a basic package of champions.

Building Ocean naturally builds you into warden and mage with Nautilus/Thresh for Warden, and Vladimir/Syndra for mage. They naturally buff ocean's power just by nature of ocean giving mana thus mage is happy and Warden's naturally absorb the front line.

The last blatant example of this I can think of is the triad of Ornn, Volibear, and Braum. These three give you Glacial, Electric, and Warden just because they mesh together that hard. You can then build whatever you want from there and still have an insanely strong core to build from.

I may just be yelling at clouds but this feels wrong. It feels like there are certain moves that're just right. Build one of these cores then go into full mage, desert blademaster, light, or lose as best you can.