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Ruining in-game progression: Hextech origin, as if Cursed Blade wasn't enough!

Cräfty··14 votes·6,624 views
Four New Champions and Hextech Origin Coming to TFT, Available on PBE Today * The Game Haus

So, right now we have item 3137 that literally ruins every bit of progress you make in game by lowering your units level by 1, for the rest of the fight, each time it procs. I already expressed my thoughts on this item, and 2 more items, in my thread: Please remove Cursed Blade and hard nerf Hush and Sword Breaker! so I'm not gonna repeat myself here, you can check it out for yourself if anyone is curious.

But now, if this article is correct, we're gonna have a new origin called Hextech, which trait reads:

At 2/4 Hextech will disable 2/4 random items on the enemy’s board at the start of combat. EDIT: 08/01/2019: Now it states:

  • On combat begin, launch a pulse bomb that disables items.
  • (2) for 5 sec.
  • (4) for 15 sec.

EDIT (08/01/2019): So now it's not disabling 2 or 4 items at random,anymore, but instead it's disabling random items (no number specified, as of yet) of items for 5 or 15 sec. They think this makes it better, don't they...

ARE YOU FUCKING KIDDING ME, RIOT?!... Like seriously, is this a joke?!

First, you put item 3137 in the game that makes all that time I spent ranking up my units, WASTED! Now, you introduce a new trait that literally makes all the time I spend getting items and stuffing my units, WASTED too!

Like... WHAT THE HELL IS WRONG WITH YOU?!

Please, for the love of whatever you believe in, explain to me this: Isn't the goal of TFT getting units with certain synergies from the shop/carousel, ranking their level up and stuffing some of them with items, so we can survive several rounds of PvE and PvP fights until one player is left standing?! Then, WHY THE FUCK would you put in an item (Cursed Blade) and a trait (Hextech), that literally do the opposite of what the game intends you to do?!

You're making a game based on a progression system only to then jeopardize said progression with BULLSHIT items and traits like this...

Not to mention the stupid RNG system that makes getting fully upgraded items so hard, especially if you're unlucky, that Cursed Blade, combined with the new Hextech trait, will literally prohibit those unlucky players from playing the game... like, LITERALLY! The game's motto is becoming more and more like " Be lucky, or lose ".

This is even worse than loot boxes! At least, loot boxes are optional and can be ignored for the most part. THIS, on the other hand, is IN THE FUCKING GAME! You can't simply ignore it, you need to play with/against it. It's part of the gameplay!

Are you gonna start randomly banishing the units themselves from the board, next time?!

How is it humanly possible to be this stupid?!

[zombie-brand-mindblown]

33 Comments

Toadwart8 votes

I agree OP.

Ive started looking at DoTA autochess and other options as the direction this game is taking is not fun and 100% going against what I enjoy.

Perma-CC, Denial (Hush, Cursed Blade, Swordbreaker, Demon origin and now Hextech origin) and the vast differences in the amount of items given to each player in particular.

aTinyKittenYAY6 votes

Guess we can all look forwards to having our champions set back a star AND their items removed now... Sounds like a lot of fun..

Heckin Support1 votes

And here I thought Glacial was one of the most frustrating things to deal with... Can you imagine if someone has a good hextech team and gets a good lead with items/rolls on champions.

ZenithZephyr4 votes

OP: Items are OP.

Also OP: Synergies that shut down items are OP.

Cräfty4 votes

OP: Items are OP.

I don't recall or see that I stated that all items are OP. Where exactly did I say that?

Also OP: Synergies that shut down items are OP.

Yes, indeed. Items are a big factor in the gameplay of TFT. They are a core mechanic that has a huge influence on your team comp and who wins the fights. So implementing a trait that goes against the very core gameplay of the game is OP and should not exist in the first place. That's why Demons, Glacials and Shrink are OP and unhealthy for the game (because they go against some core gameplay mechanics of the game). You can check my threads about them, if you want, in the links below:

Please remove Cursed Blade and hard nerf Hush and Sword Breaker! Suggestions: Reworking Healing inhibitors, Demons and Glacials

Townhero3 votes

I'm pretty new to the game but honestly it seems like they change so much so fast they don;t know what they are doing right now. Today's patch is pretty nice but more items that ruin builds is silly. I like items that make you stronger or faster or whatever but some of these in game items are just dumb. Also why are 90% of the game breaking items BOWS! Please spread them out or something sheesh.

iainB853 votes

Alright dude, you need to calm down. You are absolutely raging about something that hasn't even been tested and released yet, and making poor comparisons about it already.

Not many people like Cursed Blade and it likely needs to be nerfed and/or reworked. That is agreed upon by most.

However, building an item is a very small investment compared to investing in multiple champions to get an Origin bonus. We don't even know how strong these champions will be, and how much you have to sacrifice to get the bonus combat/synergy wise.

Cräfty4 votes

Alright dude, you need to calm down. You are absolutely raging about something that hasn't even been tested and released yet, and making poor comparisons about it already.

First of all, official Riot sources gave the info to the public. That makes it prone to criticism and discussion.

Second, I think my comparisons are on point and many people agreed with me already.

Not many people like Cursed Blade and it likely needs to be nerfed and/or reworked. That is agreed upon by most.

Glad we, at least, agree on that!

However, building an item is a very small investment compared to investing in multiple champions to get an Origin bonus.

I disagree. In TFT, items are more important than units. You build your comp around the items that you get, not the units that you get (which is sad, in itself). How many times you get 2 of the same unit pop up in the shop, you look at your items and say " Well, sorry Shyvana (for example), I don't have Warmog for you " and just skip them?!

You don't think " I'm gonna go Gunslingers and I'll put whatever items I get, on them " but you think " If I wanna go Gunslingers, I need at least item 1043 and item 1057 to make item 3137. Otherwise, I will go something else, depending on what items I'll get "

You know what I mean?!

We don't even know how strong these champions will be, and how much you have to sacrifice to get the bonus combat/synergy wise.

Read the Hextech origin trait description (Officially released by Riot): " At 2/4 Hextech will disable 2/4 random items on the enemy’s board at the start of combat. "

I don't need to see the actual hextech units in action to realize how broken and bullsh*t this is. The individual units themselves might be fine, but the origin effect is OP. It doesn't take a genius to figure this out, come on, bruh!

iainB853 votes

First of all, official Riot sources gave the info to the public. That makes it prone to criticism and discussion.

You aren't giving constructive criticism though, you are calling them flat out stupid and freaking out like a child over something you haven't even tried yet.

I disagree. In TFT, items are more important than units. You build your comp around the items that you get, not the units that you get (which is sad, in itself).

I didn't say which was more important, I said which was more of an investment. Gunning for the two items to build a single item that works well on multiple champions is far less of an investment then trying to buy up a 4 champion Origin all game. The risk/reward of spending your gold early to get a specific Origin bonus is far more risky then nabbing a single item on the carousel that may become a Cursed Blade, for example.

I don't need to see the actual hextech units in action to realize how broken and bullsh*t this is. The individual units themselves might be fine, but the origin effect is OP. It doesn't take a genius to figure this out, come on, bruh!

Again, you missed my point. How strong individual champions are on the board matters as well was my point. It's like if you are trying to get that 6 demon bonus, so you keep that garbage Elise on board late game even though she's dealing out a whopping 120 damage a round.

We don't know if there will be a good carry or how overall strong the Hextech champions will be, meaning it might be a gamble to go for them for the Hextech bonus over Origins with overall better combat champions. Plenty of ways to make it a trade off, which we have no knowledge of yet.

Cräfty6 votes

You aren't giving constructive criticism though, you are calling them flat out stupid...

I have all the rights to do so because RNG and disabling items (items are a core gameplay mechanic) given to a trait is simply stupid.

...and freaking out like a child over something you haven't even tried yet.

Again, I don't need to try it to understand how BS this is. Do you wanna know how I can tell that? It's called LOGIC and COMMON SENSE!

I didn't say which was more important, I said which was more of an investment. Gunning for the two items to build a single item that works well on multiple champions is far less of an investment then trying to buy up a 4 champion Origin all game. The risk/reward of spending your gold early to get a specific Origin bonus is far more risky then nabbing a single item on the carousel that may become a Cursed Blade, for example.

Investing in buying a unit, no matter what tier it is, is far less punishing than investing in items, and here is why:

  • You can buy ANY unit you want, as long as you have gold. Yes, there is RNG involved in whether it pops up in the shop or the carousel, but at least you're guaranteed to get it from the shop if it pops up and you have the gold for it. For the carousel, you have less chance to get what you want the better you're doing in the game, but let's face it, we care more about getting the items on the units rather than the units themselves, unless it's a tier 4 or 5, and even then, most of the time you'll go for them because of their items too. We all got a Yasuo with item 1043, at some point, and sold him immediately to complete an item we need, right?

  • If you sell or miss a unit, no matter what tier it is or what level it is, you can still buy it from the shop again, and maybe even get it from the carousel, and level it up again, as long as you have gold and a bit of luck on your side (and this happens often in games).

  • You can have transitional units on the board. They are units that form a comp that is temporary and they're just buying you time to get the units you need from the shop/carousel. Once you get what you need, you transition into the new comp and toss out the old comp. The thing is, if your new comp doesn't work, you can still transition to another comp, if you're rich and lucky enough, etc.

==> Remember: There is always a way to make gold in the game. So you still have some sort of control on the means with which you get your units.

  • Items, on the other hand, are different. It's completely RNG based. Not only the fact that you get one is RNG based, but also which one you get is also RNG based. You have ZERO control on the ways with which you can acquire them... at least from PvE rounds. For the carousel, units/items generation is also RNG based. But technically, you can go on a losing steak and chose 1st in the carousel, and have some sort of control on which item you get from there, but is that really a good thing? I don't think so.

  • Also, Once you combined 2 items together to build a complete item, there is no turning back. You can't get back the initial components of that complete item and try to adjust your build path. Once you combine items, that's it! You're committed to using these new completed items, unlike leveled up units that, if you sell them, all their components (the 1 star version of them) will go back to the shared pool of the shop. And let me tell you: you better have the right units to use the items on by lvl 6 or 7, otherwise you'll end up having bad item/unit synergies and lose the game 100%. Keep in mind there are no transitional items in TFT. Once you craft that item 3087 and item 3085, you can't go back and say " Oh! I don't need these anymore, I'm gonna reforge them into Darkin and item 3137 ". Unlike units, which are more flexible and more easy to handle and come by (see my points about investing in units, above) because you can more often say " Oh! I don't need Vayne and Fiora anymore, I have my 2 star Lucian and Graves now ".

All of this, makes investing in items, especially early on, far more important and riskier than investing in units, since there is no turning back from combining items, but you can still turn back from using units and their synergies!

Again, you missed my point. How strong individual champions are on the board matters as well was my point. It's like if you are trying to get that 6 demon bonus, so you keep that garbage Elise on board late game even though she's dealing out a whopping 120 damage a round.

We don't know if there will be a good carry or how overall strong the Hextech champions will be, meaning it might be a gamble to go for them for the Hextech bonus over Origins with overall better combat champions. Plenty of ways to make it a trade off, which we have no knowledge of yet.

Again, I don't have any problems with the individual hextech units or their existence. My problem is with the trait itself. I just hate what the Hextech origin is all about and I hate that this mechanic could even exist, regardless of how easy or hard for it to be played and used and how balanced it could be.

==> I hate the concept of randomly disabling items on the board, I hate that it was even considered as a viable trait to be implemented into the game and I think that whoever thought of this concept is stupid.

I think my point is very clear, no?

Yi Is Mi1 votes

you realize that you only need 2 hextech champs to get the power right?

iainB851 votes

Yes, to disable two items, which would have the most impact on people stacking items on one champion to hyper carry which a lot of people don't like. Hextech is a direct counter to that sort of strategy. Get out of here 3 item RFC Voli/Draven/etc.

Time will tell if the Origin bonus is over tuned or not, but the concept is solid enough to me. It's a counter to stacking one champion other than freeze/stun locking them.

TyRamos2 votes

There needs to be less not more RNG

DannyboyWPG2 votes

I agree with OP as well. Not sure if some of the developers have even played their own game. They nerf silence, (Needed to be) Yet leave the more broken of the two untouched (Disarm) They are now adding an even more troll item Hextech (Will wait to see how this plays out, but sounds god awful) and don't touch Curse blade!!!???!! What the actual #$%$. Curse needs to be removed period, Disarm a HARD nerf. No item should be able to be applied through splash attacks either, so Voli the LOLI bear, and all gunners can't abuse certain items.

Garen is adopted2 votes

whats next, a mechanic that completly remove your champions from field?

NTrumpWeTrust3 votes

[{quoted}](name=Garen is adopted,realm=EUNE,application-id=RaE1aOE7,discussion-id=b5Gg5XOj,comment-id=0008,timestamp=2019-08-01T05:41:46.322+0000)

whats next, a mechanic that completly remove your champions from field?

We have that, it's called Akali with 1 item

Cräfty1 votes

[sg-ahri-1]

hrooza dota 2 votes

right now it seems they are making it for 5/15 seconds, i think being disable for a small duration is fine tho 15 is no where near small guess we wait and see how good the effect is really is in pbe and they most likely will nerf it before life if it is broken.

NTrumpWeTrust2 votes

It's quite clear that they don't care about things being "anti fun" in this game.

Illabethe2 votes

You're thinking about this in one direction:

  1. You think Cursed Blade/Hush should be removed from the game, not retained. Riot disagrees.

  2. You're not taking into account that "Disabling 2-4 items" could actually disable someone else's Cursed Blade/Hush, and give you a significant advantage in a game you would have lost. (You're only thinking in terms of it disabling YOU). Or, it could make their Tier 2-3 Draven less of a one man show. It could make a perma full health Shyvana suddenly killable.

  3. Everyone will be seeking Hextech. In other words, there are 4 total champions, and 3 of them are low tier. 8 players will be trying to get them in a now even more diluted champion pool. The likelihood of getting them together is going to be tougher.

  4. Keep in mind that taking this class denies you taking other classes. If you take Hextech, you likely aren't going to have 1200 HP Brawlers, or a Noble buff, or Pirate, or Void, and definitely not Assassin. The ONLY superclass these new champions really help is Gunslinger, because Blademaster is going to be VERY hard to reach, most of its champions are weaker, and because it takes NINE units to exploit (Which means you can't really reliably use both Hextech AND Blademaster unless you craft a ton of spatulas). It doesn't really help Shapeshifter that much either, because most Shapeshifters have 0 Synergies with any of the Hextech champions. Swain is a Demon/Imperial. Shyvana is a Dragon. Nidalee is Wild. Elise is a Demon. None of these classes appear in the Hextech Roster...

Basically, you're trading item control for powerful classes. It's a significant drawback, that may make a pro question using it.

Cräfty2 votes

You're thinking about this in one direction:

  1. You think Cursed Blade/Hush should be removed from the game, not retained. Riot disagrees.

You don't say?!

Riot would refuse to remove items that THEY themselves put into the game. Who would have thought that?

[zombie-brand-facepalm]

  1. You're not taking into account that "Disabling 2-4 items" could actually disable someone else's Cursed Blade/Hush, and give you a significant advantage in a game you would have lost. (You're only thinking in terms of it disabling YOU). Or, it could make their Tier 2-3 Draven less of a one man show. It could make a perma full health Shyvana suddenly killable.

Are you serious, mate? You seriously think that Riot is gonna design a trait that's gonna counter itself? Are you ok, mate? Maybe you need to rest for a bit and think about you just said.

Oh, and if it's not clear enough for you, Hextech disables ENEMY items only. I hope that's clear enough for you.

  1. Everyone will be seeking Hextech. In other words, there are 4 total champions, and 3 of them are low tier. 8 players will be trying to get them in a now even more diluted champion pool. The likelihood of getting them together is going to be tougher.

Did you even play a TFT game in your life , mate? It's so frequent to get your comp going and having 2 or 3 other players having the same comp as you. Never faced 2 or 3 Ninja users before? Never faced 3 or 4 Gunslinger users before? Come on, bruh! Wake up!

  1. Keep in mind that taking this class denies you taking other classes. If you take Hextech, you likely aren't going to have 1200 HP Brawlers, or a Noble buff, or Pirate, or Void, and definitely not Assassin. The ONLY superclass these new champions really help is Gunslinger, because Blademaster is going to be VERY hard to reach, most of its champions are weaker, and because it takes NINE units to exploit (Which means you can't really reliably use both Hextech AND Blademaster unless you craft a ton of spatulas). It doesn't really help Shapeshifter that much either, because most Shapeshifters have 0 Synergies with any of the Hextech champions. Swain is a Demon/Imperial. Shyvana is a Dragon. Nidalee is Wild. Elise is a Demon. None of these classes appear in the Hextech Roster...

Hextech doesn't need to get other good synergies with it to work. It's OP on its own, let alone with other good traits and synergies. That's the problem and that's why it's OP af and needs to be completely reworked! Why can't you understand that it counters EVERY SINGLE ITEM in the game. This doesn't only counter the most unfair and OP items, but also the decent and fairly good items as well.

It doesn't matter how hard or easy it is to get the origin bonuses. Its simple existence is unfair, unhealthy and makes no goddamn sense to put it into the game (exactly like Demons and Glacials, atm).

Why disable items when one of the core mechanics of the game is to use said items? It shuts down player progression in an unfair and unfun manner. Exactly like Cursed Blade.

Imagine in WoW (World of Warcraft) Blizzard puts in a raid boss that has a mechanic that strips the players of their equipped items and lowered their level (not even gonna mention silence and disarm). Would you think of that as a fun boss mechanic? No, of course not. And don't give me that crap argument of " but TFT and WoW are different games " or whatever... The mechanic is stupid to implement in any game and any genre, plain and simple!

What's next? Riot is gonna counter the Hextech trait by designing a new trait/item that disables other traits? Or heck, maybe design something that banishes units from the enemy's board at the start of combat, for the rest of the fight: You're lvl 8, you get matched vs a player using this new thing and BOOM, suddenly, you're starting the fight with 4 units now, instead of 8. It would be fun and fair, wouldn't it, hein?

[zombie-brand-mindblown]

Illabethe2 votes

You obviously didn't actually bother to read 2-3 bullet points before responding to them.

  1. If you build it, it affects YOUR enemies. Suppose your enemy has 4 Gunslinger, Lucian SoS + Hush/Cursed Blade and Tristana Guinsoo's + Red buff. If you DON'T Disable those items, you just LOST. If you do, you won. You're basically arguing that by obtaining those items, YOU deserve to lose and they deserve to win. By default.

  2. I have 3 accounts right now over Gold - Plat and I work 12 hour shifts. Yes people copy build structures. But they copy STRONG build structures. Ie ...... they copy Gunslinger/Brawler/Assassin (current meta). They generally don't copy low presence low card volume structures.

The addition of these champs is going to dilute the Tier 1 by 64 cards, tier 2 by 24 cards and tier 3 by 18 cards. You don't think that's going to affect people copying? More people are going to get stuck on 1 or 2 star if they do.

  1. Hextech itself is an extremely weak synergy. If it's the only synergy you have, you're going to lose 80% of your matches. You NEED another synergy to make it stand out.

-Has no tank front line. -Has no multi hitting features. -Has no aoe spells. -Has no damage increasing buff. -Has no boosted mana gains. -Has no built in anti mana gain.

Taking 2 items out of the game is NOT as strong as any of these team features. Games are won in the first 2-3 seconds by damage/mana control, NOT by items. Items win the drawn out fights.

Cräfty2 votes

It seems to me like you're just stuck on your ideas of what you think is balanced and ok, and you just didn't pay any attention to my arguments or what they mean, even though I thought I did a pretty good job detailing my thought process.

Well, I feel like If I'm gonna reply to every point in your new comment I'm just gonna end up repeating myself (since you repeated the same arguments you put in your last comment), so... I'm just gonna end it here, for now.

If you can't understand something as simple as the fact that if you design a game with certain core mechanics, that constitute the core gameplay and win conditions for players to succeed in the game itself, but then just introduce other mechanics that, regardless of whether they're easy or hard to use, directly negate and prohibit you from utilizing all of said mechanics (thus, you can't win) and ruining your whole game progress that you spent so much time to make... then I can't help you.

So many other people already agreed with me and understood my opinion fairly easily. That's amply enough for me.

Good luck convincing others that being able to disable any of all the items that are available in the game, that are the N°1 win condition in TFT (you can't win without items, no matter what your comp is), is fine, as long as it is somewhat " hard " to utilize in your games (even though it isn't hard to do so, but I digress).

[zombie-brand-clap]

Illabethe1 votes

Sheep always agree with simple arguments.

The fact you seem to accept the existence of Hush/Cursed Blade but deny the existence of hextech just flies in the face of what you are arguing.

There are MANY force lose situations built into TFT right now. There are many force loss situations built into Summoner's Rift. Riot has ALWAYS implemented counterplay to these situations, and players usually WELCOME them. Furthermore, most of these conditions in ALL their games are pseudo based in RNG, so they are NOT laws the game is dictated by, but rather unfortunate situations other players can do nothing about.

Yet, you're complaining that they finally put in a counterplay for the players who were potentially shut out....?

Furthermore, there IS direct counterplay to Hextech: put 6 partial items on 6 different champ and core items on others. The result is some of those Partial items will have a MUCH higher chance to be disable than the built ones.....

Have you even faced the 9.15 Meta Draven yet? Let me tell you:

-6 Brawlers + Draven with item 3131 item 3031 item 3094 = 2800 damage crits on Draven while 6 4000 HP brawlers tank any access to him. Literally 1v9's your team. This could be negated if Hextech disabled Sword of the Divine. Otherwise, it's a pure lock win condition.

Cräfty1 votes

The fact you seem to accept the existence of Hush/Cursed Blade but deny the existence of hextech just flies in the face of what you are arguing.

I would like to redirect you to a thread I posted way before this one: Please remove Cursed Blade and hard nerf Hush and Sword Breaker!.

It's even in this goddamn thread, for f*ck sake! It's literally in the 1st 3 lines of my intro.

Not to mention that the title itself tells you that I don't like Cursed Blade!

You see?! You didn't even read my thread, didn't you?! You just read the title quickly and not pay attention, and assume the content. Typical I-know-it-all person... urgh!

[slayer-jinx-unamused]

Illabethe1 votes

So basically, you do not support Riot's entire design Philosophy of making games that require high thought and counterplay to succeed at high levels.

It's nice for you to admit you don't like the way Riot has ALWAYS run their games but still play them.....

When you do not have blunt instruments in games like these, people do not learn higher play. They learn to deal with predictable easily counterable play.

That's the real difference between Season 2-5 Summoner's Rift and Season 6-9 Summoner's Rift; High elo players learned to deal with the nuance of tough situations and not give game carries room to breath, while low elo never learned that lesson and have been routinely schooled by those game carries, accusing them of being broken rather than learning how to play against them.

That's what you're doing here: You are not learning how to play against Cursed Blade/Hush/Hextech. You want them removed so you don't have to.

I just flipping won a game with Sorcerer/Wild for crying out loud. 3 of my opponents ran Cursed Blade Trist/Lucian. 2 of them got to Three star. I still WON. Why? Because I promoted Aatrox to a Sorcerer, gave Ahri a SoS/Morellonomicon, and just deleted their teams when they were at 80% Mana. Meanwhile, the Cursed Blade was just tripping my Kass/Warwick stars, while I had a solid back line. And yeah; I also killed their ulting MF mid ult; She was 2 Stars.

Cräfty1 votes

Your comment proves, once again, that you didn't understand a single thing from what I was talking about in my threads and comments.

So basically, you do not support Riot's entire design Philosophy of making games that require high thought and counterplay to succeed at high levels.

High thought and counterplay?

[zombie-brand-facepalm]

You can see my profile on the forum and check out all my threads, if you want to. I'm not gonna repeat myself in each thread I make.

I'm done, here. Have a nice day!

Illabethe1 votes

Yes. Strong features require High thought and counterplay. Especially in a game where your choices have few points where you can alter them. You have to be flexible in an inflexible game to win.

Low elo players will see this game as just a bunch of random offerings with no strategy but mostly RNG. High elo players will see this game as a series of calculations to prevent RNG from beating them. They will use Game Theory to fish out the best Nash Equilibriums they can, assemble the best teams they can, given items, counter items, and opponent selections.

This is why 90% of people who play chess..... aren't actually playing chess; They are playing checkers, with fancier pieces, with a basic understanding that different pieces move different spaces; Whether they win/lose is pure luck, rather than mathematics.

You've basically made a thread about nearly every single superclass decrying them as Broken and needing of nerfs. All because you don't understand what it takes to win against them. In none of the threads have I actually seen you offer what counterplay you know. You just tell people what you fielded, and object to the fact you lost. You haven't delved into positioning, how your pieces behaved, or anything mathematics .

My only objection to this game: I don't have more time in between rounds to calculate predictive counterplay. I'm struggling to swap between player grids and look at their teams and calculate..... how many cards of each champ is used...... before I pick my own to build against them.... before the next fight starts. Card Counting is absolutely possible in this game..... but it's much more complex than a 52 card deck and poker. I'm fine with the Chess aspect after the card game is over and a round has begun. I know who my opponent is going to attack given where my pieces are placed. That way, I keep my important pieces to being attacked last.

None of that last paragraph is what low elo players will do.

Cräfty1 votes

Mate, I'm Plat 1 in ranked TFT. It's safe to say that I know everything there is to know about it. I'm even carefully following the news about the Hextech origin and units, atm. I know how to counter almost everything in the game, expect for some few new things that came with the new patch 9.15, like the Void and Noble changes. But in few games I'll recognize the counter options and adopt them myself, as usual.

But there is a very big difference between knowing how to counterplay your enemy, and actually having the means to counterplay your enemy. I know I need that Red buff to counter that enemy, I know I need these units and those units to counter those comps, but I need to get the items necessary to build what I need 1st. I need to find the units that I need 1st.

The problem is, getting these items, and units, is gated behind a RNG based item/unit drop system. So, I don't have a guaranteed way of getting what I need to strategize and plan a counterplay. All I can do in TFT is pray to RNG that it hands me the means to counterplay my opponents! Otherwise, all I can do is hope that my units are OP enough to win without the proper items that counter the enemy comps. So basically, whether you win or lose, depends mostly on how lucky you are in getting the right items for the right units to form the right comp to win the game.

Garen is adopted1 votes

imagine at least items drop are not fucked up to begin with.

Panthaz891 votes

Wouldn't you just need to spread your items out if you see someone going hextech instead of sticking them all on one unit if anything I think its rather healthy to force people into spreading out their power instead of sticking it one character and some characters don't even need items to dish out solid dmg not too mention the hextech debuff doesn't matter if they don't break in fast enough. Why should anyone care whether you are plat or not when it comes to auto-chess type games you advance in rank as long as you aren't clueless with play time. You act like they are canceling your items forever when its just for a brief time at the start of the match.

Cräfty1 votes

Wouldn't you just need to spread your items out if you see someone going hextech instead of sticking them all on one unit if anything I think its rather healthy to force people into spreading out their power instead of sticking it one character and some characters don't even need items to dish out solid dmg not too mention the hextech debuff doesn't matter if they don't break in fast enough.

It doesn't matter how you spread your items on your units since Hextechs disable all items on your enemy's board.

Why should anyone care whether you are plat or not when it comes to auto-chess type games you advance in rank as long as you aren't clueless with play time.

I only mentioned my rank so that people know that I'm not just a low elo player who's new to the game or who doesn't know anything about it, but I'm a fairly high elo player with enough knowledge and experience to be able to have an opinion on the matter.

You act like they are canceling your items forever when its just for a brief time at the start of the match.

For a game in which rounds last for a maximum of 30 sec, and where fights have an average time of 15 sec, or so, disabling items for 5 or 15 sec is OP and it's basically making your enemy fight the whole PvP round without any items. How is that fair?! And even if the durations got nerfed, my point still stands: Why disable all items in the first place? Why disable items at all?

What if Riot makes a similar thing to disable traits in the same way, would you agree with them on that too? Would you still think it's fair and there would be no problem with that? They already have mechanics in the game to prevent you from casting spells, from auto attacking, from having the right to keep your leveled up unit as it is... Now they're adding in a mechanic that prevents you from using items. What's next? A trait/item that prevents you from having units on the board? WTF kinda " strategic " bullsh*t is this?

Come on, bruh!

Orion691 votes

I agree, change Cursed blade to wits end (makes sense considering the components as well). As for the new hextech trait, it's good, but too long. 2 for 5s, 4 for 5 seconds or 2 for 5s, 2 for 15s would be better. Why is both the amount and time going up? 15 seconds is as long as most matches last.

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