Damage Per Round

Godammit Nappa·1/2/2020, 5:39:30 PM·4 votes·2,854 views

I find it strange that you can have games where you lose 5 health from barely beating someone, but the next round have a very unlucky game resulting in over 32 damage. I think that having the damage you take equal twice the round gives a very steady timer for most players, it lets you mathmatially figure out if you can afford to lose rather than rolling dice or watching someone you thought you would take out be left at 1 HP. Not sure why Riot doesn't talk to the community more about these ideas but my guess is they have found TFT to be "popular enough" that they are just going to keep it the way it is, hopefully not, hopefully they bring community players on board and message more than just a few streamers and pros with their thoughts.

Here's hoping!

8 Comments

gottmilk1011/2/2020, 7:52:25 PM2 votes

Standard damage per round would encourage early inting strategies for loss streaks and carousel. It was something that was seen in Set 1 when the damage was really really low. If you know you are only taking 12 damage before the first carousel its pretty easy to make that choice and hope for a spat (into blender) or some other forced comp.

Hope this helps!

Kei1431/3/2020, 3:35:13 AM1 votes

In a way, that's like saying players get punished for high rolling and getting levels.

Also, if you take 32 damage from someone, that just means you got stomped. Which in another way is you saying that there should be some protection against getting stomped.