Tft Items and time

JNSB·7/5/2019, 2:09:34 PM·8 votes·11,060 views

Just a short reflexion on my thoughts on TFT. The gamemode is fun and apealing but I feel like it can also be really stressfull and tilt inducer in certain situations: First of all there is the items rng: It's extremely tilting to not get a single item for several rounds meanwhile others are on their 5 one. Im ok with items themselfs being rng (forces you to adapt and build with what you are given) but the number of drops being rng is just chaos. It's not fun when luck has too big of a role in the game. If you really want to have the luck factor on the number of items dropped then I would advise to make it so that a fixed number of items are delivered on certain rounds (equal to everybody) but there is a really small chance (like 5% idk I am not in the balance team) you get an extra one (a component not talking about the complete ones). This way you will feel rly lucky if you get it (you knew how many items you would normally be given so you understand you triggered the extra chance) and at the same time it wouldn't feel so bad for the opponents since they knew it was a rare ocasion and more then that a single item is not enough to completly break the balance of the battle. Unlike right now when you can have 3 items late game and your adversary has 6.

Secondly (honestly this one tilts me more though I believe is not that much of a common problem), the rounds end too quickly late game and take a bit too long early game: I think the rounds time should be adjusted for the duration of the game. Early game you literaly have nothing to do. You buy one champ or two then wait, you have the ocasional reroll depending on your strategy but you still have more than enough time to spam till you get out of gold. Late game however you might have 50 gold in the bank, have 7+ units on the bench and teamcomps to think about, yet you are given the exact same time you were given in the begining. I have already lost several games with 20/30 or more gold in the bank simply because I could not spend it in time when I needed to. That moment when there are only 3 or 4 guys left and you know they can win against you so you need to start using up your gold and look for that 3 Draven yet you cant do it cuz the round already started, then you loose to an enemy with 1k items that never economised and would have been destroyed had u used ur gold is just extremely infuriating.

Finaly it would be good if you added a bit of time (5 seconds would suffice I think) to the first carrosel because some people (wood computers squad) take a bit more time to get inside the game and cant choose their champion. Fortunately I never had this problem but I have two friends who often complain about it

16 Comments

Bregan7/5/2019, 2:56:54 PM4 votes

i agree with almost everything except for even the chance to have extra items. item count needs to be normalized, PERIOD. item types can be rng all day, but COUNT needs to be normalized.

i also want to add my own thoughts on round times. yes, i agree that the early round settup is too long, and that late game round settup can be too short when you're trying to desperately burn though 50 gold. however, i think the time is probably fine late game. you can still reroll during the fight to save time. "but then im losing my interest!" you werent planning on using that interest anyway if you had more time to burn through stuff, your argument is invalid. yes it can feel bad to not make full use of your money in your one round of desperation, but thats sort of the penalty for hoarding. also consider after you've burned through it, then you only have 5-10 gold to spend and the round is supposed to be longer? so you can sit there doing nothing again? i understand where you're coming from, but making it longer does more to hurt everyone else, so its probably better to just accept it as part of the decision making process. if it does get increased, i wouldnt complain, but its probably not the best solution.

another issue about round times, the first carousel needs to be a few seconds longer. having the thing you want stolen 3 times in a row feels awful, but to then be FORCED into randomly given a leftover feels even worse. not only am i going from one side of the thing to the other, but im also CHASING shit. the first carousel needs to have a few extra seconds to make sure that people CAN choose.

JoeMG7/5/2019, 3:44:16 PM2 votes

Pretty much agree with everything. First carousel should be 3-5 seconds longer and the first few PvE rounds should be like 5 seconds shorter.

Extra time late game would be useful, but being on that time crunch kind of just adds to the intensity of being in the top 3 or 4 finalists.

Pxerkza7/5/2019, 2:14:24 PM2 votes

stop tunneling

and better player wins almost always

Elijah Berry7/5/2019, 8:30:26 PM2 votes

The upcoming patch 9.14 will introduce in neutral rounds a guaranteed random item if you kill a specific minion. The idea is that instead of people getting 0-7 items (very tilting indeed), everyone will get some items and that's much more enjoyable even if your opponent has more items. What do you think of those changes? [slayer-pantheon-popcorn]

The Dreamwalker7/5/2019, 11:19:30 PM2 votes

The RNG of items in TFT is being reduced in a coming patch. There will now be guaranteed item drops every round I believe.

Challenger Boppy7/16/2019, 12:08:47 PM1 votes

timings are fine. Just increase the level of technique and knowledge so you are faster and dont need to think too much about which champion fits in. And items ... lets say comp beats items. Whining about that stuff is kinda low.

Zackycn7/5/2019, 8:38:37 PM1 votes

First, I totally agreed that the items discrepancy its a huge factor that can and makes a difference on each game. Therefore to fixed that as you mentioned I would set up that each creeps round its going to drop 1 item and as you said a 10-15% to get a second , but at least each player has a minimum amount of items.

Then, the time issue should not be fixed because people who already played game such as auto chess have get used to to fast rolling so it is just a matter of time until you develop skill to roll and adapt. This forces the player to develop a strategy , so more intelligence and skillful players will almost take an advantage.

Another Issue is the amount of units in the pool , I do not understand why the pool was reduce 15% in comparison to similar games making tier 3 and 4 units pretty hard to get and to upgrade because players from others games are adjusted to different probabilities on getting a champion.So they should increase it so it is the same as similar games.