My idea of TFT balance: RNG/items/traits

GipJoCalderone·7/21/2019, 7:14:32 AM·1 votes·888 views

[RNG SYSTEM] Before Every PVE round, you can choose 1 item out of ramdom items. First 3 minion rounds, choose 1 from 2 ramdom items, and krugs/wolf/raptor 1 from 3 ramdom items, dragons 1 from 4 items. However, I get the cool idea of making monsters a element of auto chess, because monsters are a big part of this game, but making it part of RNG is too much. Now that RNG no longer a part of monsters, I think monsters can be designed as chanllenge rounds. Right now the issue is palyer are feeling no fun killing those monsters, because if you can't kill the last raptor, you're like "oh, not gonna drop item anyway""2 blood lost, no big deal". Redesined as chanllenge rounds: killing monsters will give you some special random(RNG played here) rewards next round, like "No blood lost next round" or "Double enemy's blood lost next round" or "choose one unit and uprade its level" or "choose one enemy unit and demotion its level" etc. Since those rawards are quite powerful, so monster should be a bit harder to kill, but no blood lost even you can't get those rewards, so that player can feel that monsters are really fun to play against with but without despair if it drops NOTHING. [ITEMS] I counted the defense/offense items,and it's 12/18. Some items choices are quite bad, the lists are: Locket: remove, make it as Zhonya's Hourglass, giving effect like stay undying for a few seconds after being killed. It'll be a great item for mages against one shot units. RF: delete the cannot be dodeged thing, giving it reduce healing effect. Why? because reducing healing is what range champs should do, not tank. Red Buff: removed, make it Sunfire Cape. Runaan's Hurricane: never understand why a spatula and a cloak can synthetic into this, out of all magic resist items Riot can't choose one item that's good? Warmog: remove make it Sterak's Gage. [TRAITS] There are 3 types of traits, offense, defense, both. For starter, Glacial should be a defense team comp but ashe ruined it, making it either too powerful or too weak. Glacial should be a team comp where champs having high chance to CC TF out of units, but their attack speed is low enough to counter them (kii them before they can use spells) , ashe just make it impossible. With Ashe and some Rangers, Glacial is too toxic to fight against, and that's a design fault. So I think taking ashe out of glacial and add some one like Ornn should fix the problem. Noble as a defense comp should not be this hard to get, change it to 2 for 1 noble/ 4 for all noble/6 for all ally instead of 3 for 1/6 for all is a good start, I get that noble is too easy to reach 4 units, so with some love to Lucian, it can be a 3 cost units and 2 cost units for Garen, so this team comp is good to work. Knight too has a design problem. As a counter comp to BA team like assassin or ranger, their 80 damage reduction is nothing because only 8 2star champs are below that number, let alone the crit damage, and for the mage camps, they didn't even care about their basic attack not doing damage, they are good with one shot spell, good job riot. So, knight so be a team comp against BA comps, and BA comps should build crit to counter them, that is a healthy design, work the number out ,RIOT.

10 Comments

Get27/21/2019, 7:16:52 AM1 votes

And congratulations, you just forced an ITEM META with your idea. Once the strongest items are defined, then the strongest comps, you now have an item-comp scramble meta. And since once person is very likely to end up with the best item + the best comp (with that item to boot), you now have a meta for which there is little to no control, BUT EVERYONE HAS TO PLAY IT OR ELSE.

No thank you.

hrooza dota 7/21/2019, 8:42:26 AM1 votes

{quoted}

[RNG SYSTEM] Before Every PVE round, you can choose 1 item out of ramdom items. First 3 minion rounds, choose 1 from 2 ramdom items, and krugs/wolf/raptor 1 from 3 ramdom items, dragons 1 from 4 items. However, I get the cool idea of making monsters a element of auto chess, because monsters are a big part of this game, but making it part of RNG is too much. Now that RNG no longer a part of monsters, I think monsters can be designed as chanllenge rounds. Right now the issue is palyer are feeling no fun killing those monsters, because if you can't kill the last raptor, you're like "oh, not gonna drop item anyway""2 blood lost, no big deal". Redesined as chanllenge rounds: killing monsters will give you some special random(RNG played here) rewards next round, like "No blood lost next round" or "Double enemy's blood lost next round" or "choose one unit and uprade its level" or "choose one enemy unit and demotion its level" etc. Since those rawards are quite powerful, so monster should be a bit harder to kill, but no blood lost even you can't get those rewards, so that player can feel that monsters are really fun to play against with but without despair if it drops NOTHING.

i agree there should be granted items/fair amount of items but the drops should be 100% random it add the skill of adepting and make less valid items viable because you can choose an off meta build that can abuse those items instant of just following the same meta of items over and over again.

shared drafts allow you to play with the items you get which add a good amount of skill into item building imo.

[ITEMS] I counted the defense/offense items,and it's 12/18. Some items choices are quite bad, the lists are: Locket: remove, make it as Zhonya's Hourglass, giving effect like stay undying for a few seconds after being killed. It'll be a great item for mages against one shot units.

this is not SR, every champion auto attacks a lot so ad is always useable, and every champion ability is buffed by ap so everyone can use it.

simply making 2 items do the same thing is just pretty silly imho.

RF: delete the cannot be dodeged thing, giving it reduce healing effect. Why? because reducing healing is what range champs should do, not tank.

ahh and yordles? besides you can throw red buff on ranged units, have you seen gunslinger with red buff lol.

Red Buff: removed, make it Sunfire Cape.

i think removing knight vow instant and adding sunfire cape can be a decent idea, tho i dont think that item is good in this mode.

Runaan's Hurricane: never understand why a spatula and a cloak can synthetic into this, out of all magic resist items Riot can't choose one item that's good?

again SR =/= tft , a crit item here is made of tear or armor + attack speed.

Warmog: remove make it Sterak's Gage.

you did not put a reason for any of those changes out side of first 2....... warmog is fine and logically fit being built of double hp items

[TRAITS] There are 3 types of traits, offense, defense, both. For starter, Glacial should be a defense team comp but ashe ruined it, making it either too powerful or too weak. Glacial should be a team comp where champs having high chance to CC TF out of units, but their attack speed is low enough to counter them (kii them before they can use spells) , ashe just make it impossible. With Ashe and some Rangers, Glacial is too toxic to fight against, and that's a design fault. So I think taking ashe out of glacial and add some one like Ornn should fix the problem.

no that would just kill the trait, nerf 2 glacial % and buff its 6 version, going drastic like removing champions while ignoring the fact we have only 4 rangers is just bad idea.

Noble as a defense comp should not be this hard to get, change it to 2 for 1 noble/ 4 for all noble/6 for all ally instead of 3 for 1/6 for all is a good start, I get that noble is too easy to reach 4 units, so with some love to Lucian, it can be a 3 cost units and 2 cost units for Garen, so this team comp is good to work.

this is extremely overpowered of a buff even if you make lucian 3 cost and garen 2 cost, because players will just get fiora/vayne for easy buff pretty early in game and get garen/lucian a little later on [i can get full gun slingers extremely early a lot of times, that comp is strong but its so items dependent , this will just make an even stronger easy to get comp that scale to late game and dont need items]

Knight too has a design problem. As a counter comp to BA team like assassin or ranger, their 80 damage reduction is nothing because only 8 2star champs are below that number, let alone the crit damage, and for the mage camps, they didn't even care about their basic attack not doing damage, they are good with one shot spell, good job riot. So, knight so be a team comp against BA comps, and BA comps should build crit to counter them, that is a healthy design, work the number out ,RIOT.

knights are not a design problem, they just an underpowered trait that does not mean its bad design and simply buffing them or changing them to % reduction will work perfectly.