Doubts on TFT Gameplay.
Hi, I don't know how this works, or if the devs even actually read this kind of posts, but here we go! I'm one of the "old-school": i've started playing LoL in Season 2 and i've never let it go. It is one of the best, funny and exciting game out there, and i've made countless new friends and strengthned the bond with my closest ones, match after match. I've never really tried ranking up, as I play for fun, not for the rewards of glory and pride, so take my words with a grain of salt.
When the news said a new gamemode was coming, I wasn't really interested: One for All, Siege and whatever were pretty fun to play at first, but they were just "game modes" - aka a different, yet similar way to play LoL.
Then TFT came up, and it really surprised me: it took my friends a while to convince me to try it, but i was HOOKED.
I played in Season 1, and it was -very- cool: it was a new, fun and fresh idea for LoL, but had some serious flaws regarding balance and item randomness.
Most of the times, the player with more items won.
It's not a big deal, afterall luck is part of the game, but in a match where -There can be only ONE!- it got pretty lame.
But you know, this is Riot we are talking about: they get things done, and good God if they make them shine. At the 42nd attempt.
In Season 2, as i see it - from my humble and low-skilled place - they didn't take the right way: they remade some of the team passives, introduced new elemental combos, and they tried balancing things up. I didn't stay up all night playing tft matches, and I for sure didn't even think about going for rankeds, but the times i've played it felt... wrong: you have to choose a team, what passives to look for, and when you finally think you got the right one, it blows back into your face.
I've tried going full mages -> lots of Ap, massive dmg numbers, even thrown a bit of crit chance on those spells (quite the OP item if i may say) and a team of Glacials simply blew right through me.
I've tried going for full Wardens ->Tons of armor, that means no enemy ranger (except that lovely, ever present
) or berserkers or assassins should have been a problem, and there goes a full team of ad glacials completely destroying me.
Summoners -> a single Syndra oneshotted half my team and the army of minions i had created.
Inferno team! -> a single renekton built against Ap damage completely annihilated my frontline before they had the chance to stack some dmg.
It got frustrating, as the more i tried to do some "smart" - the logical way to do it, not sherlock holmes smart - teams, the more i got beaten up. You see a team full of tanky melees, you build mages. You see a team full of assassins, you build tanks and move the champs around to counter them. You see mages, you build MR. That sort of logic didn't work at all: tanks overwhelming mages, assassins nuking the hell outta 600% armored up tanks, mages that did so much dmg to a spell-(almost)-immune line of tanks.
I started to see a pattern there: you either max out the team passive by building a single-type-team and hope you chose the type well, or you simply hope that the RNGod bestows you with TONS of items. (Victim and Culprit here, as it happened to me and to my adversaries as well).
Is this the gamemode Riot worked so hard for? A glorified slot machine that throws a dice and rewards you, and sometimes bugs the hell outta that Tibbers ~~humping ~~ hugging the corner of the map?
I'm not mad, just a little disappointed. LoL isn't known for its gameplay variety, and this has pros and cons: TFT was the way to show LoL is a living, breathing world of creativity and elegantly balanced moving parts ( i'm looking at you, LoL Universe, the most detailed, static universe i've ever seen) and can still be so. They just need to stay away from that pit trap of "Randomness is part of the gameplay" because, right now, that is ALL the gameplay you'll get if you play TFT.
Throw the dice, get the rewards if you're lucky.
I'm
outta here.