Some helpful suggestions to help smooth out the RNG

Barkley·7/1/2019, 4:47:05 PM·4 votes·2,148 views
  • Instead of random drops, at the end of the round give us three randomly-chosen item choices. Have these three item choices quickly disappear one by one, until we're forced into picking whatever is left. Remove an item choice every 1-2 seconds until only one choice remains. This still allows the player a choice as to what they want, but also keeps an element of "Play the cards you're dealt" RNG. It feels good because we get to make a choice, and it avoids things like facing a Rageblade Vayne + Garen + Lucian on round 4 when you didn't get any items. If you want to see this system in action, play Dota Underlords on PC/Mobile.

  • Give us some indication of who we're going to be fighting next. There's nothing worse than fighting an assassin comp and cornering your hypercarry for safety, only to face a blitzcrank in the next round and watch your carry go face-tank the entire enemy team. We need to be able to know who we're fighting next so we can adapt our positioning accordingly.

  • This will come with time and beta testing, but something HAS to be done about CC effects and random AI glitches in the game. I can't tell you how many rounds I've lost because a 2-stack glacial comp just parma-stunned me the whole goddamn round, even though its supposed to only be a small chance of stun. Or how many times I've lost a round because my 3-star rageblade shojin bloodthirster Tristana just sat there with her thumb up her ass not attacking anything for 10 seconds. Or my knights corner a unit in such a way that my brawlers don't do anything because they can't reach the unit -- even though they have a ranged ability and full mana. These kinds of inconsistencies are infuriating to play against, and don't feel great when they work in your favor either.

  • Give us some player damage indicators at the top of the screen. How much damage am I going to take at the end of this round if I lose? It kinda sucks to go into a fight with 23 health and take 24 damage, not knowing it was going to happen or why it happened. Player damage calculations in the game are unnecessarily hidden/obfuscated. Some visibility here might ease the "Oof"

  • The initial carousel round is WAY too short. I've been stuck with a champion I didn't want countless times simply because I'd be going for one champion, and someone would grab it. Then I'd be going for another champion, and someone would grab it. Then another... and then the round ends before I can grab anything simply because every champion I tried to get got snatched up. Make the round longer, or give everyone their own personal carousel for the first round with like.... 3-5 champions in it.

  • This isn't really RNG related -- but why do I need to go out to a third party application or website to view important things like class bonuses, origin bonuses, item combinations, etc? We have this wonderful Tab menu in all the other game modes... why don't we have a tab menu in TFT? There's no reason for this information to be hidden, just give us a tab menu.

3 Comments

Kei1437/1/2019, 5:16:32 PM1 votes

{quoted}

  • Give us some player damage indicators at the top of the screen. How much damage am I going to take at the end of this round if I lose? It kinda sucks to go into a fight with 23 health and take 24 damage, not knowing it was going to happen or why it happened. Player damage calculations in the game are unnecessarily hidden/obfuscated. Some visibility here might ease the "Oof"

Player dmg = 2 + sum of lvl of the enemy champs still on the board.

E.g .

Enemy has a 1☆ garen and 2☆ vayne remaining on the board, you'll take 2+ 1 + 1x3 = 6 dmg