Can we consider a set number of items for beating a minion round and a set amount of items for losin

Cibreca·7/6/2019, 4:45:35 PM·4 votes·3,460 views

Instead of RNG, how about "I win this round, I get 2 items; I lose this round I get 1." And each round awards differently?

Like some rounds award 3 items and 6 XP for winning but 1 item and 2 XP for losing.

This also discourages the "Hyperroll" strategy.

6 Comments

Nerava7/6/2019, 5:02:56 PM1 votes

That's pretty close to what Underlords does. One item per loot round, if you win you get to pick it from a set of 3. Honestly that's probably what I like best about Underlords of all the auto chess games.

Also, what's "hyperroll"? It sounds like the opposite of what I'd expect if this'd hurt it. (Reroll tons for early 3 stars)

Ratpie7/6/2019, 5:25:16 PM1 votes

I actually don't like winners getting more. They already get an extra gold for a win and gold for winning streaks. Extra items or item choices would just mean whoever does well early rolls for the rest of the game.

They either need to level item drops so that everyone gets the same (my least favorite for this particular game) or just put a min and max cap per round. In the patch notes they are already putting in a minimum, so that may help already. But there maybe should be a max cap so that you don't have some insane lucky person getting 6 drops off the first couple minion rounds and someone getting nothing. Maybe make it 1 item guaranteed and a max of 2 item drops per minion round so that there is still some variance to keep it interesting but not overbearing.

Nerava7/6/2019, 5:42:36 PM1 votes

Oh, lose streaking. That strategy's main drawback in TFT is how quickly the damage increases, so you can't just play empty fort and build to full interest super early. Realistically you want to aim for either a winning or losing streak for max gold.