What needs to change in Teamfight tactics so it is more fun!

BlendaDend·7/30/2019, 7:50:24 PM·2 votes·611 views

Recently I played quite a lot of TFT with friends and as I'm interested in game design I thought I could write about things I noticed.

Store

Problem 1:

I don't know how the mechanism of refresh of the heroes work but it feels bad for player. Especially when more heroes are added.

Where is the issue?

At the start there are 11 one cost champions, so the chance to level Star Level is high. But as the game progresses it adds 12 two cost, 12 three cost, 9 four cost and 6 five cost. In total 50 champions. I had games where I bought one champ at the beginning that I wanted to play and it I got second in late-mid game. By that point all silver one cost is pointless. Or I miss one or two champs to gold in mid game. I rolled for over 60 gold and not single one I needed. This feels really bad.

How to fix it?

This is a hard one, but one thing that I thought would work was not to rely totally on RNG. Have at least one place in store character from your battlefield/bench.

Problem 2:

Tier 5 champions don't feel good.

Where is the issue?

They are too rare and during my play I never felt the need to change my silver/gold star champion for bronze tier 5 champion. The exception is Anivia for 6 glacial, Swain for 4 imperial, Yasuo for 6 blademaste and Kayle for 6 noble, but when I ran noble I could never gather them all. So you need 4 out of 6 tier 5 to complete origin/class and I never had chance to do so. Once again... it feels really bad. Not to talk about Miss Fortune and Karthus, which I tried once and that was it, because they are useless in my eyes.

How to fix it?

First possibility:

Make them more common from level 5. It feels like:

  • Level 5 every 5 refreshes
  • Level 6 every 4 refreshes
  • Level 7 every 3 refreshes
  • Level 8 every 2 refreshes
  • Level 9 every 2 refreshes (never gone this far in lvl btw)

Miss Fortune and Karthus need origin/class completition or make like 1.5x stronger.

Second possibility:

Tier 5 champions Anivia, Swain, Yasuo, Kayle should be buffed.

  • Bronze by 1.5x
  • Silver by 1.2x
  • Gold ... unreal to get.

Miss Fortune and Karthus need origin/class completition or make like 2-2.5x stronger.

Combat Phase PvE

Problem:

When you get gold instead of item.

Where is the issue?

When you don't get a single item from the PvE combat phase at the beginning surrender and try again / from krugs watch how you slowly die.

One gold is one experience, so nothing. From krugs you get 5 gold, so 5 experience, when you are level 5, so you need 18 experiences. Or you get two items from krugs. Only other way to get items is one from Shared Drafts. So you loose because of item advantage. And it feels bad.

How to fix it?

Remove the gold drop from PvE combat phase and add item shop.

Why?

I usually good runs ended with level 7 or 8. Which is 7 or 8 champions. At most I had 4 items (usually less, because of money from PvE) build, but my champions have from 21 to 24 slots. And that doens't feel good, I want full build on all my characters, not just one. -> remove items or champions shoud have less slots

Combat Phase PvP

Problem:

Why aren't you hitting that low HP dammager and hitting the tank?

Where is the issue?

I'd say over all bad AI of champions on battlefield. Useless use of ultimates and bad focus. It tilted me more than anything.

How to fix it?

Update the AI. OR Add some sort of "strategy" button. Like focus the lowest HP, Focus champion with the lowest maximum HP... but this would break current game and would need taunt system or something like that. Honestly I'm not sure what the best thing is for this problem. But it is issue none the less.

Pacing

Problem:

So bored at the beginning PvE combat phase. OR Oh no! I didn't have enough time to buy/move my champions!!!

Where is the issue?

At the beginning it is just so boring. Nothing to do. And in the end when you need to move 7 champions and refresh the shop... Just not enough time.

How to fix it?

Make the first PvE combat phase faster. Decrease the waiting time for around 10 seconds. At level 6 add 5 seconds in between phases and at level 8 add another 5 seconds.

One little thing

Oh the dragon has an item. Hmm... it dropped a question cube. What could it be? Oh... it's the item that the dragon had. I hated this so much. Every. Single. Time.

Goodbyes

I hope I found the right forum to post this to, if not sorry and where can I post it?

Sorry for my misspells and not accurate vocabulary, I'm not native speaker but I'm trying my best.

I'd like to hear your thoughts on things I wrote about or any other things I might missed.

[katarina-love]

If you read this far... wow, just wow. (And thanks for reading)

2 Comments

Febos7/30/2019, 8:29:28 PM1 votes

{quoted}

At the start there are 11 one cost champions, so the chance to level Star Level is high.

No. The pool of champions is always the same, but at levels 1 and 2 you have 0% chance of getting a champion higher than tier 1. Still, that doesn't mean that there are only tier 1 champions in the pool. That is incorrect. Also, there are x39 champions of each Tier 1 in that pool and x12 Tier 1 champions, for a total of 468 units to chose from.


{quoted}

By that point all silver one cost is pointless.

False. It's better to have a Level 2 tier 1 champion that it is to have a Level 1 Tier 3. For example, let's pick Mordekaiser, one of the worst Tier 1 champions and compare him to Volibear, one of the best Tier 3. Looking at stats alone:

  • Mordekaiser has 290 more HP (41%)
  • Mordekaiser has 5 more armour (16%)
  • Mordekaiser has 15 more damage per hit (20%) and 4 more DPS (9%)

A Level 2 Mordekaiser can be more useful than a Level 1 Volibear. Obviously, I'm not factoring in Origin and Class bonuses because we're only comparing Level 1 to Level 2 champions (and I picked one of the worst Level 1).

Bottom line is, a Tier 1 champion is useful at all stages of the game, because they're so easy to upgrade. Upgrading champions, especially from Level 1 to Level 2, is better than sitting at Level 1.


{quoted}

Tier 5 champions don't feel good.

Where is the issue?

They are too rare and during my play I never felt the need to change my silver/gold star champion for bronze tier 5 champion.

Because you're not supposed to change them. A Tier 5 champion is supposed to complement your team comp.

Maybe you want to have all 6 Nobles, so you need Kayle for that. If you're going with 6 Nobles, you probably have one filler unit already.

Karthus, even at level 1, is extremely powerful in a full Sorcerer team comp. If you're going for 6 Sorcerer comp, you probably have Twisted Fate or Aurelion Sol and both of those can be replaced for Karthus. Obviously, if you're not going for 6 Sorcerers then you don't need Karthus.

The same argument can be made for the other Tier 5. It all depends on what type of comp you're going for, so you shouldn't pick a Tier 5 blindly (except for Kayle and Yasuo I guess).


{quoted}

Make them more common from level 5.

No. Tier 5 are supposed to be rare. You're not supposed to get more than x1 Level 2 Tier 5. Like I said above, they're there to complement your comp, not replace parts of it.


{quoted}

Remove the gold drop from PvE combat phase and add item shop.

Items are generally stronger than champions. What would end up happening would be people on the top staying on top, because they can just buy more items with all the extra gold instead of rerolling for champion upgrades.

ZenithZephyr7/30/2019, 11:10:51 PM1 votes

The game doesn't need more consistency in character rolls, it needs less. It's already incredibly easy to econ a specific comp in this game. The game needs more variety and less consistency so thinking on your feet and working with what you have is relevant. What your basically proposing is "look up a top build and press reroll until you get it," which isn't too far off from what we have now. Getting a 6 unit synergy should be rare, and choices between smaller synergies open up more variety and strategy.

Items need to be normalized in drop rate, but no more selection needs to be added. Deciding whether to combine items even if they aren't ideal, or to equip it on a suboptimal champ vs holding onto items for later is crucial to the strategy.