TFT Feedback - including suggestions
I came back to LoL just to play TFT and I am quite pleased it is fun, but there are still things that really need to be** taken care of** :
1. The item Area is too small, and too close to the left furthest hero position, so if u drop an item accidentally or intentionally it can fall into the hero instead and finish this game for you if you have to sell the hero now or if the item merges there with another item or whatever. The problem is getting more intense, the smaller of a screen resolution you are using because heroes do have some kind of magnetic effect towards items. Also it is getting hard to pick the right item and see what items you have, the more items you have stacked in this tiny place.
2. On my screen resolution, the standard position of the player is hiding hero information with it's HP bar, remove the standard player position and place it somewhere else (my window is 1280x720 pixels.
3. When you can pick an item there is not always a way to get an item at all during the whole game, I had a game now, where it was impossible to get a single Recurve bow, so I could basically not make any useful offensive items at all, it would be better to let the players** loot a crate with an item category** and make the player then chose an item form it, which he wants, like for example 3 type of crates : Defense, Offens, Support.
A) The Defense box would contain : Cape, Belt, Armor B) The Offense box would contain : Staff, Bow, Sword c) The Support box would contain : Tear, Spatula (and eventually a chance for an RNG item if you really love RNG so much for unknown reasons)
**4. **During this item carousel scene, players should not be able to block you from accessing items, and push you into items you did not want. It would be better to have another way of picking an item instead of this stupid item magnetism mechanic, it's really bad and annoying.
5. Warwick causes a bug, where he cannot attack anymore, and this can also lead to his counter not attacking him anymore.
Edit : I have to add 2 more points.
6. The time for killing is sometimes too short, for both creeps and peoples heroes. Instead of ending the duel, it would easily possible to just speed up the fight at a certain point (and keep on speeding up the closer it get's to a certain point) so it can be finished correctly.
7. I just saw the first time ever thx to the lag caused by maintainance, that there is a carousel scene before we get to our map, where we can select a hero, which I have never been able to do before, since I am still loading while it has already been decided. So far I thought we would start with a random hero with a random item. This is kind of annoying.
Final thoughts : this game mode emulates random rolls, but is in fact an almost toxic but surely sadistic algorithm that keeps spamming the players with heroes they just sold, because they could not progress their tier upgrade, and let's them very often just not find the item part they require to make use of some hero. Also it does not require any kind of skill, but instead it requires of the players to develop clairvoyance to predict which items they will be able to build and which hero they will be able to finish/upgrade to T3. But as we are humans, we are unable to predict the future, especially not, if this gamemode is bombarding the players with rolls that go against the players intentions, also it is eagerly trying to feel unsatisfactory for the players, since players do not have any control about what they will have to build and do. Basically this game mode expects from players to satisfy what the algorithm demands from the players to do, the only thing players can actively and truly influence is the position on the chessboard.
It seem there is always one single player who does find something special which allows him to win the game, not because of the positions on the chessboard, but because of drop/roll combinations. This is not truly a game anymore, this is pure gambling, but I hope Riot will turn it into a game.