Balance and Synergy Suggestions

bobbysnobby·8/1/2019, 8:56:26 AM·1 votes·502 views

I think that TFT has the bones and the beginning of a really great mode but I think 2 categories in particular hold it back, Item diversity and in my opinion the synergies arent as fleshed out as they have the potential to be. My hope is that TFT is strategically robust for a long while to come and I think having more flashy synergies and item answers to all available strategies will be key to maintaining balance and fun going forward.

Synergies:

I think the 6 Comps really lack flare and are just more of the same I think that it would go a long way to bringing the hype at a "full comp" to not have them just be more effective in such a static nature.

For example 6 Sorcs could instead say: "Your ultimates cast twice" it is sort of like double damage on casts but it has more interesting effects as a viewer/player and has more interesting interactions with things like ludens and Ionic spark. It also allows for interesting interactions with non sorcs like double sej ulties (but not double the cc because one immediately follows the other)

Assassins 6: When an assassin reaches 30% they enter stealth and leap to the furthest target critically attacking them. This has some weird applications of assassins effectively becoming a bit tanker as they reset aggro during the middle of the fight but removes the effect of assassins literally 1 shotting units one after the other like a chain gun.

Knights 6: All of your knights share a single combined health pool. This has some weird things allowing for knights to be a lot tankier to single target damage but aoe still functions just as well. It would combine hp After debuffs so your whole tank line doesnt go to 100hp post phantom, but veigar would likely one shot the whole knight team if it was indeed an execute.

Glacial 6: After you have frozen 5 units summon Nunu & Willump. You could then have nunu and Willump roll a giant snowball into the enemy team and after knocking up the first unit hit have it use nunu ulti. Could allow for some sillyness and some fun. It would add a little cc, but very importantly some aoe damage to the glacial lineup and prevents them from just forever chain ccing whole teams. I feel glacial much like demon is problematic in that when they function correctly your opponents dont do anything which isnt very fun or engaging and i think making the freeze less reliable for some other upside would be more interesting.

Demon 6: I think demons should remove a flat value of mana per attack, and given that change the 6th could be that they gain 50% of the mana they steal. So for example if at rank 4 demons drained 10 mana per attack, at rank 6 they would drain 10 mana and gain 5 mana every attack. Thus demons would basically cut mana gain on champions they are attacking to purely the mana gained from being attacked, and would halve the mana gained for sorcs while effectively adding 50% to their own mana gain per attack. Its not a great or very interesting idea but demons dont have a whole lot of overlap other than being selfish or callous.

Yordle 6: Perhaps yordles gain mana on attacks that miss, or perhaps yordles counter attack when the opponents miss. Or maybe with 6 yordles you summon a Heimerdinger who himself spawns a mega turret or 3 small turrets just flood the battle field with weak annoying minions for the opponents to deal with.

Void: I think void have an interesting theme they could go with where when they die they return to the void and power up the remaining void monsters. You could have it so after the first void unit dies its max hp and current mana at death is shared to the remaining void effectively making it so having your strongest void die first would be a strategic goal for the faction.

Phantom: I dont think the health nuke is interesting to play against or to play with. I think phantoms have 1 thing in common which is death. I think phantoms should allow the champion to cast abilities after dying for a brief period, or they should stave off death for a brief period. I think while that banner is mostly flown by Karthus the other phantoms all could do interesting things with the ability to cast from the grave.

I think there are a whole lot of very interesting directions you can take all of the synergies it just stuck out to me that the 6 stack synergies werent overly interesting they just kind of make your team generically better at what they were already good at. I think committing the bulk of your team to a single theme and giving up some of the powerful smaller synergies should reward you with a lot more interesting effects I also think adding the flair goes a long way for the feel of the mode.

Items:

I think that right now too many items scale best with multi targeting, and 2 prime strategies have no real item solution namely Mana burn and Glacial/CC Right now we have two items one over performing and one under performing which I think could be retrofitted to solve those two potential problems. Firstly Change cursed blade to be Edge of night or Mercurial Scimitar and have it either cleanse the first applied CC, prevent the first CC or make it into a tenacity item which reduces the duration of CC effects.

The second item is hurricane/zepher blade I almost feel the build paths should be swapped and have zephers blade come from a spatula and replace the hp/mr item with an item which reduces the effect of mana burn.

I feel like phantom dancer should just make it so critical hits are treated as normal hits making it less of a hard counter to heavy crit teams.

I also feel heal effects shouldnt be totally negated by red buff and morellos instead a reduction 50% or whatever is deemed fair, I think those items lead to poor gameplay interaction as they arent even bad to build vs non healers, and also carry the side effect of bricking some items and champions (looking at you swain.)

The net result would be demon/kass, yordles, sorcerers, glacial/ccers, assassins would all have direct answers but still allow those comps or comps which include them to function just at a far less effective level.

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