Damage Per Round

Godammit Nappa··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

gottmilk1012 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!

Godammit Nappa1 votes

I still see people sandbagging for spat, and if everyone lost the same HP then everyone would have low HP and the first 2 picks would be chosen. Rather than "I lost harder than you so I got low pick, HA!" which is hinged on your opponents.

I played set 1 enough to remember this but I like the strategy side of these games, and dislike the RNG as when I lose it usually lies in not getting a champ or two, not my placement or team comp

Maybe a maximum damage per round would be a good compromise. Still lets you play with your health (which I feel should be a valid strategy and currently because of the crazy high numbers late game is ONLY good for spat inting early on, which I see constantly) but still doesnt auto kill you on occasion due to bad RNG or (in my case) bad team targeting.

Kei1431 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.

Godammit Nappa1 votes

{quoted}

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.

So you are saying that the RNG matters more than the skill of the game. And I find that yes there should be protection against being stomped. No player feels good about losing so drastically. The game is very hinged on RNG and needs more solid numbers to work with. But the sad truth is MOST players enjoy RNG, because it means you get those crazy hyper roll games where you feel like a king, most players care not if skill got them the win, they just want to win. So keeping the skill margin lower appeals to a larger audience because players FEEL they deserved the win when in reality they had a MUCH higher luck chance.

Forcing a set damage each round, means skilled players can PLAY with each round, move champs, sell and econ a few rounds guaranteed and then bounce back. Rather than having to constantly cross their fingers by econing.

I see your point, but take out the RNG please :P

Kei1431 votes

The game isn't that much dependant RNG. Sure RNG plays a part of it, but decision making is far more important. You see 3 Vaynes in an early round, do you buy it and tunnel into lights, even though all your items are mage based?

Are you making decisions for 4-6 rounds into the future to prevent a stomp from happening? or are you just so tunneled into your comp that you don't care about everything else? All those decisions matter much more than the RNG and will propel you to the higher ELOs much more consistantly than relying on RNG.

Godammit Nappa1 votes

{quoted}

The game isn't that much dependant RNG. Sure RNG plays a part of it, but decision making is far more important. You see 3 Vaynes in an early round, do you buy it and tunnel into lights, even though all your items are mage based?

Are you making decisions for 4-6 rounds into the future to prevent a stomp from happening? or are you just so tunneled into your comp that you don't care about everything else? All those decisions matter much more than the RNG and will propel you to the higher ELOs much more consistantly than relying on RNG.

Yes, and for refernce the game where this happened I was the only person with a single copy of any champ I had, and was building towards a specific comp to counter the top 4 players, but as I said was moving characters around and trying to solidify the comp (swapping out old champs to put in my final comp) and the in between was messy. Did not think I would lose that round...that was my point

Kei1431 votes

Sounds like the problem space you are trying to tackle is that you don't have enough time to prepare during late game.

A stomp protection is certainly one of the solutions towards to dealing with that problem space, however it does come with the downside of severly punishing the people whom have the ability transition quickly. From a design standpoint, punishing skill expression is normally not an intended purpose.

Personally, I know I have a crappy computer and my ping is high, so I've allocated 3 rounds (instead of 1 round) for me to transition, if I haven't transitioned properly by then, I deserve to lose.

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