Skip to content

2 Comments

Nanien2 votes

Funny I used that setup as well yesterday, its crazy strong. I think the issue with TFT in general is the balance of the game and that there are simply to few options, so people are forced to go certain builds and 4 Gunslingers is really easy to get and they will rip through most teams with ease given just a few items. Then you have the assassins teams which are lame as well, sorcerers are very easy to counter with a couple of sparks and tank with magic resist item such as Braum.

I have a hard time seeing how Riot is going to move forward with TFT as it is so unbalanced and I don't really feel like its about trying to have fun with different things or to outsmart your opponents with some clever strategy. But more like following a recipe and if you do that you will do good. If you don't you will most likely fail.

It just seems like there is to little strategy in the game and to much guidance if you want to do good. Im honestly not sure, but it just seems broken as a game as it is now.

Sire Hippington3 votes

Few options doesn't explain why basically half of the existent options isn't used at all

Knights still suck for everything but the early, Mages crumble as soon as demons, dragons or dragons clae are involved...or gunslingers with hush. There's just to many thing that either negate the impact of their casts or preven them from casting all together(kinda also part of why knights suck) Any heal reliant stuff like impereals with swain and darius or haveing a Warmongs or gunblade hypercarry is hardcounterd by redbuff or morello cause riot thinks 100% uptime heal remove is good design. Rangers Just are worse gunslingers in a way and are to rng dependent with 2 and to item dependent to really do damage. After the nerfs, assasins are still decent but fairly rng dependent, you crit you win, you don't you loos. This basically leaves us with gunslingers, voli(and glacial) and demons and after the buffs to some extend wild(especially paired with voli), and two of the 3 strats depend on on-hit items, which brings us to the biggest balance issue of the game: **The design of the (chance based)onhit effects is just disgusting especially if paired with effects that can apply them frequently on multiple targets. **

More from Teamfight Tactics

More by ChrisBrownze