Mountain Hexes Kinda Suck, change my mind (pls do, i really dislike them)
Hi. This a rant about Mountain Hexes in TFT. You were warned.
I really like the concept of the hexes that got added to TFT with the Rise of the Elements update. It changes up how your pieces have to be placed and for what types of Champions you like to go with that "Two-Items-Substitute-Carry" kind of style. You have to decide wheter or not you like to create a Three-items-hypercarry or not and what champs you like to put on those spaces in the later game.
That holds true for the fire, water and cloud hexes.
Now here is why i think mountain hexes are bad for TFT:
- Your luck dependency is far higher in the early game.
If you have a certain team comp in mind and get one of those acceptable (front line) pieces in the first caroussel, good for you. If you're looking for that sweet spatula in there, you are more likely to pick a unit you want to sell anyway, and by that losing the health on them, which creates a disadvantage vs the people who get those lucky rolls in the first few rounds. Feels bad man. Get rekt Neeko.
- The moment when you get a nice few mid to late game rolls and change your entire board is worse.
Similar to my afore mentioned point, you have a bad feeling about changing greater parts of your board, due to a change in your strategy (which is one of those hype moments i like about TFT). Doing a risky roll and outsmarting your opponents with a clever team comp feels really good. It feels worse, when you have to sell some dirty Renekton, who has stacked up 300hp and you were not entirly sure to begin with, but well, he was all the rolls had in store for you. ¯_(ツ)_/¯
- Mountain hexes barely work as the "third item".
You surly had one of those moments, when you just finished a tier 4 unit to lvl2, gave it two finished items and put is on a hex for that extra last bit of power. Doesn't work with the 30hp you get from mountain in the next round, you probably dont even notice a difference. For any other type of hex you can almost always notice a vast increase in power for that unit (unless you decided to overcap your pieces' mana, but why would you do that?). Unless you had placed a Mundo or Thornmail-Warmog-Ionic-Braum in there within the first few rounds, it does not seem like a "carry-bonus".
In Conclusion:
Having mountain hexes feels like glueing one champ (who in most cases is just there to tank a few hits) in place for the entirety of the game.
I get that Riot tried to change the pace of one match with some different idea. But i honestly don't think, that this approach worked for a game like TFT. The current design of mountain hexes adds an additional layer of snowballing to the games, which can allready be kind of frustrating if you're unlucky with your rolls and your opponents spamming those predators, who keep eating your team for the first half of entire match.
Why not replacing it with something like: "A unit on this hex gets 15% extra max HP" or similar? it will grant you access to the same tanky style comps without restricting your choice of pieces to the early - mid game units. Something that has a steady amount of power for the whole game (just like how the increase of power of the other hex-types comes with units power). Imagine finishing a lvl2 Malph with a neat choice of items, putting him on that type of hex and the % bonus beeing effective right away. Sounds like a lot more fun to me.
Ok, that's all i had in mind for now.
Keep in mind that everything above is just my opinion. I would like to be more excited about the mountain games and not be like "ugh it's a mountain game again." That's all.
Though this was a rant, i'm open for opinions. For some quick overview i added a poll.
PS: English isn#t my first language and my phrasing is probably somthing similar to the abilities of a 3rd grader, pls be nice. :<