Proposals to better TFT

Koroftw·6/28/2019, 1:20:56 AM·5 votes·4,335 views

TFT is a good starting idea. It has the potential to be a fun game and the auto-battler system is fun. In this thread, I want to mention a few problems that I've had issues with:

  1. Garen being immune to magic dmg is insanely broken. Without the ability to tell your characters to hold spells and not waste them on Garen, having a big moment getting completely negated in the early game is brutal. If garen has scaling magic resist, that is fine, but immunity level 1 is insane. (It's a major feels bad when garen out-spins an incoming ult that would have normally killed him at rank 1)
  2. Speaking of immune to magic dmg, how are sorcerers supposed to kill dragon? Sorcerers are supposed to rely on their big ults to kill targets, which is brutally painful when you run the cool sorcerer comp, then die to dragon, inevitably losing the game. It's mildly unfair that assassins can decimate dragon and sorcerers just collapse. Give dragon a larger hp pool, partial resistance, and reduce the dmg or range of breath so carries don't get accidentally deleted when the dragon random chooses the tank that's remotely in the direction of your important carry.
  3. Item drops are too random. It's really odd when you go into the first round of pvp matches and the opponent has 2 good completed items, and you have only 2 pieces that make a mediocre item when combined. Item drops should be more consistent along the line of 1 item drop is guaranteed each round with 2 being a mediocre chance, and 3 being a big moment. Add "smart rng" that buffs or nerfs the chances of item drops if you happen to get 1 or 3 items.
  4. Additionally, the champion pool is bizarre and the most frustrating system in the game. The champ pool being shared is an interesting idea. Good players can predict the odds of certain champions appearing and adjust choices based on that; however, without knowledge of what's in the champ pool, players can have rough moments where they sit on 2 champs and then wait forever waiting for the third one, even if no one else is benching or using those same champs. If the champ pool is going to be random and shared, one of 2 things should happen- either champs have a higher probability of appearing if you are close to reaching rank 2 or rank 3 or the champ pool should be viewable so that players can make better informed decisions on whether or not it's better to hold champs or try to roll for another synergy/rank bonus.
  5. Speaking of RNG, Glacial and Yordles can literally destroy dreams. Either a character is being perma-frozen due to the combination of glacial passive AND liss/ashe/sej ults or yordles are dodging EVERYTHING. Sej ult can freeze approx. a 3rd of the board, meaning there's no way to spread your units to avoid half, if not all, your units being frozen. Yordles being able to dodge both autos AND magical abilities is insane. When the yordle comp is countering every possible comp because no one can deal dmg to them, it's almost laughably broken.
  6. Lulu and Kayle can be a bit frustrating at this point in time. Their multi-target ults create a bizarre game state that makes it difficult to kill anyone on their team. Lulu being stacked with yordles means that multiple yordles "heal" all the dmg they sustained while dodging most of the incoming dmg. Kayle stacking with nobles means that the team is obnoxiously tanky to physical dmg, to the point of being unkillable by physical dmg comps. Kayle and Garen immune incoming magic dmg on top of their passive physical dmg tankiness, allowing them to counter play magic dmg comps on top of physical dmg comps. My recommendation to this is to allow them to only ult 1 target at any point in their ranks (2 at rank 3 may be tolerable), but make their ults last longer as compensation.

Most of the champs are reasonably balanced, but it does still feel that rank 1 units are generally better than rank 2 units still. There are a few over/undertuned champs, but most of those can be tuned slightly without disturbing the game too much. With the exceptions of Garen and Sejuani, most of the champs feel like there's a reasonable degree of counterplay or way I can adjust my team/comp to improve my chances.

EDIT: There is a chance to face the same opponent multiple times in the early game, before anyone is even under 50 hp. I am not sure if this is intended, but it does occur often enough. Facing the same opponent multiple times before the final two can feel very frustrating- if you already lost once, the odds are you will probably take another loss in the sequential matchups without a major upgrade. Taking repeat losses early can lead to a heavy hp disadvantage, and with the other rng mechanics in the game, by the time you stabilize, it may be too late. There is enough combinations of player matchups that there should be no sequential repeat matches until a player drops.

9 Comments

Karn Bishop6/28/2019, 1:45:11 AM5 votes

Yordle is the hardest combination to pull off, it requires gold, luck, patience and certain items are 100% necessary.

In effect they are this modes exodia the forbidden one.

Things that need to be fixed, some sort of item normalization it shouldn't be possible to get ZERO items from doing mobs, more chess pieces which i assume is coming, and the prices for little legends need heavy adjusting.

They can make it a fun mode if they try but its riot soo....

Damocracy6/28/2019, 1:47:04 AM3 votes

Character pathing is sometimes horrendous. Like my level 3 Akali standing next to the Level 3 enemy Vayne because she cant path to the the Draven standing in the middle of my 6 other characters. They need a timeout logic so a character swaps targets if the original target is unpathable.

One match the enemy Gnar and my Nidalee were the only two left, standing next to each other but just froze and it became a draw, I'm sure this is a bug.

Everything else you wrote is spot on.

Wolves I feel they need a little damage nerf and a little more HP.

Socon6/28/2019, 2:16:46 AM1 votes

{quoted}

TFT is a good starting idea. It has the potential to be a fun game and the auto-battler system is fun. In this thread, I want to mention a few problems that I've had issues with:

  1. Garen being immune to magic dmg is insanely broken. Without the ability to tell your characters to hold spells and not waste them on Garen, having a big moment getting completely negated in the early game is brutal. If garen has scaling magic resist, that is fine, but immunity level 1 is insane. (It's a major feels bad when garen out-spins an incoming ult that would have normally killed him at rank 1)
  2. Speaking of immune to magic dmg, how are sorcerers supposed to kill dragon? Sorcerers are supposed to rely on their big ults to kill targets, which is brutally painful when you run the cool sorcerer comp, then die to dragon, inevitably losing the game. It's mildly unfair that assassins can decimate dragon and sorcerers just collapse. Give dragon a larger hp pool, partial resistance, and reduce the dmg or range of breath so carries don't get accidentally deleted when the dragon random chooses the tank that's remotely in the direction of your important carry.
  3. Item drops are too random. It's really odd when you go into the first round of pvp matches and the opponent has 2 good completed items, and you have only 2 pieces that make a mediocre item when combined. Item drops should be more consistent along the line of 1 item drop is guaranteed each round with 2 being a mediocre chance, and 3 being a big moment. Add "smart rng" that buffs or nerfs the chances of item drops if you happen to get 1 or 3 items.
  4. Additionally, the champion pool is bizarre and the most frustrating system in the game. The champ pool being shared is an interesting idea. Good players can predict the odds of certain champions appearing and adjust choices based on that; however, without knowledge of what's in the champ pool, players can have rough moments where they sit on 2 champs and then wait forever waiting for the third one, even if no one else is benching or using those same champs. If the champ pool is going to be random and shared, one of 2 things should happen- either champs have a higher probability of appearing if you are close to reaching rank 2 or rank 3 or the champ pool should be viewable so that players can make better informed decisions on whether or not it's better to hold champs or try to roll for another synergy/rank bonus.
  5. Speaking of RNG, Glacial and Yordles can literally destroy dreams. Either a character is being perma-frozen due to the combination of glacial passive AND liss/ashe/sej ults or yordles are dodging EVERYTHING. Sej ult can freeze approx. a 3rd of the board, meaning there's no way to spread your units to avoid half, if not all, your units being frozen. Yordles being able to dodge both autos AND magical abilities is insane. When the yordle comp is countering every possible comp because no one can deal dmg to them, it's almost laughably broken.
  6. Lulu and Kayle can be a bit frustrating at this point in time. Their multi-target ults create a bizarre game state that makes it difficult to kill anyone on their team. Lulu being stacked with yordles means that multiple yordles "heal" all the dmg they sustained while dodging most of the incoming dmg. Kayle stacking with nobles means that the team is obnoxiously tanky to physical dmg, to the point of being unkillable by physical dmg comps. Kayle and Garen immune incoming magic dmg on top of their passive physical dmg tankiness, allowing them to counter play magic dmg comps on top of physical dmg comps. My recommendation to this is to allow them to only ult 1 target at any point in their ranks (2 at rank 3 may be tolerable), but make their ults last longer as compensation.

Most of the champs are reasonably balanced, but it does still feel that rank 1 units are generally better than rank 2 units still. There are a few over/undertuned champs, but most of those can be tuned slightly without disturbing the game too much. With the exceptions of Garen and Sejuani, most of the champs feel like there's a reasonable degree of counterplay or way I can adjust my team/comp to improve my chances.

Garen isnt immune to magic damage are you sure he didnt have a dragon claw?

Twitch MandiRAWR6/28/2019, 6:56:10 AM1 votes

{quoted}

TFT is a good starting idea. It has the potential to be a fun game and the auto-battler system is fun. In this thread, I want to mention a few problems that I've had issues with:

  1. Garen being immune to magic dmg is insanely broken. Without the ability to tell your characters to hold spells and not waste them on Garen, having a big moment getting completely negated in the early game is brutal. If garen has scaling magic resist, that is fine, but immunity level 1 is insane. (It's a major feels bad when garen out-spins an incoming ult that would have normally killed him at rank 1)
  2. Speaking of immune to magic dmg, how are sorcerers supposed to kill dragon? Sorcerers are supposed to rely on their big ults to kill targets, which is brutally painful when you run the cool sorcerer comp, then die to dragon, inevitably losing the game. It's mildly unfair that assassins can decimate dragon and sorcerers just collapse. Give dragon a larger hp pool, partial resistance, and reduce the dmg or range of breath so carries don't get accidentally deleted when the dragon random chooses the tank that's remotely in the direction of your important carry.
  3. Item drops are too random. It's really odd when you go into the first round of pvp matches and the opponent has 2 good completed items, and you have only 2 pieces that make a mediocre item when combined. Item drops should be more consistent along the line of 1 item drop is guaranteed each round with 2 being a mediocre chance, and 3 being a big moment. Add "smart rng" that buffs or nerfs the chances of item drops if you happen to get 1 or 3 items.
  4. Additionally, the champion pool is bizarre and the most frustrating system in the game. The champ pool being shared is an interesting idea. Good players can predict the odds of certain champions appearing and adjust choices based on that; however, without knowledge of what's in the champ pool, players can have rough moments where they sit on 2 champs and then wait forever waiting for the third one, even if no one else is benching or using those same champs. If the champ pool is going to be random and shared, one of 2 things should happen- either champs have a higher probability of appearing if you are close to reaching rank 2 or rank 3 or the champ pool should be viewable so that players can make better informed decisions on whether or not it's better to hold champs or try to roll for another synergy/rank bonus.
  5. Speaking of RNG, Glacial and Yordles can literally destroy dreams. Either a character is being perma-frozen due to the combination of glacial passive AND liss/ashe/sej ults or yordles are dodging EVERYTHING. Sej ult can freeze approx. a 3rd of the board, meaning there's no way to spread your units to avoid half, if not all, your units being frozen. Yordles being able to dodge both autos AND magical abilities is insane. When the yordle comp is countering every possible comp because no one can deal dmg to them, it's almost laughably broken.
  6. Lulu and Kayle can be a bit frustrating at this point in time. Their multi-target ults create a bizarre game state that makes it difficult to kill anyone on their team. Lulu being stacked with yordles means that multiple yordles "heal" all the dmg they sustained while dodging most of the incoming dmg. Kayle stacking with nobles means that the team is obnoxiously tanky to physical dmg, to the point of being unkillable by physical dmg comps. Kayle and Garen immune incoming magic dmg on top of their passive physical dmg tankiness, allowing them to counter play magic dmg comps on top of physical dmg comps. My recommendation to this is to allow them to only ult 1 target at any point in their ranks (2 at rank 3 may be tolerable), but make their ults last longer as compensation.

Most of the champs are reasonably balanced, but it does still feel that rank 1 units are generally better than rank 2 units still. There are a few over/undertuned champs, but most of those can be tuned slightly without disturbing the game too much. With the exceptions of Garen and Sejuani, most of the champs feel like there's a reasonable degree of counterplay or way I can adjust my team/comp to improve my chances.

Perfectly said.