TFT Soon With Item Shop?!!

Ma4triX·7/26/2019, 9:25:04 PM·4 votes·2,332 views

Item Shop w/ Rotating Random Items

item 1038 item 1031 item 1011 item 1058 item 1057 item 1043 item 3070 (no Spatula Icon)

This is how it could look like:

  • Shop unlocks only after the first major Creep Round or Carousel

  • Holds up to 3 Items

  • Item cost Varies between 5g - 7g (can be more) depending on Item and current Meta (ex. Recurve Bow High Demand/builds into serveral S tier items = 7g)

  • Only Base Items (so no fully build Rapid Fire Canon or Phantom Dancer)

  • Shop refreshes with Random Rotation after every major Creep Round or Carousel

  • Can also hold 2 or 3 of the same Item

Now Obviously this is nothing official but a Suggestion made by Me but still, it does feel like it would work and at least (maybe) reduce the amount of player crying 'cuz of "RNG". Also that way TFT wouldn't really lose the "random" factor which is mandatory for this genre (since players should learn to adapt to different and difficult situations by using their "hand" wisely like in poker, therefore "random" is needed imo), rather they would have an additional element that they need to take in account now.

This would also fit in with the recently implemented Ranked Q, since it feels like there is no distinguishable line between a good player and a very skilled one, because of the game's simplicity state, but if there are now more variables that means there is also more possibilities and the skill gap can grow between decent and very skilled players. This at least would be one step closer towards a more balanced competitive gameplay of TFT, in my opinion.

[sg-ahri-2]

4 Comments

Porglit7/26/2019, 11:29:23 PM3 votes

Due to that power of the items, the cost would need to be dramatically increased. Also, you could have a supply/demand system, where the more that other people buy the item, the more that item would cost. If everyone buys only bows, they could cost ~30 gold each, for example.

Summoner SpeII7/27/2019, 5:41:56 AM2 votes

i think this would break the tft meta, and people would consistently build the same broken items and ruin the game mode, so i'll have to say hell no. Ok maybe you could price an item at 100 gold, then it would be a still strategic game, the point is to keep the item cost so high it is completely unreasonable to depend your strategy on items

tires7/27/2019, 12:40:49 AM1 votes

I’m not quite sure I follow how this would change people bringing up RNG as it’s yet another element of RNG added in. While I do believe it’s better than getting no items, I don’t think it’s really a solution.

For example, say you implement this shop idea and a player gets 3 random items. Assuming it would be similar mechanics to champion pool, there would be set amount of each item shared in an overall pool between all players. What’s to keep people from complaining about the RNG of them getting worse items than others who get things like a bow or spatula from this item shop?

Sure it would help with itemization, and that would be nice. However if someone gets unlucky item shop roll and only gets components to make something like idk thornmail for example, that doesn’t help them when going against someone who’s item shop gave them components for a cursed blade or (god forbid) a force of nature.

Not to mention, I feel like people who are in a lead in tft games have the luxury of sitting on more gold than people who have less health, because they’re trying to utilize their gold to come up with a comp that will keep them from being the first eliminated. If only the top people have gold and the item shop costs gold (which I see more frequently than not), then the top people would be the only ones who benefit from purchasing items directly - making them even stronger.

Yes, if this were implemented then people who have low scores due to bad item drop rate RNG could learn to spend money more wisely. But in doing so they lower their chances of having a strong enough team comp in exchange for a potential yet still very RNG form of maybe getting item components that could help them.

And the final point I have to discuss is that even if low people were able to spend gold effectively without harming their composition, and everything were equal RNG between everyone, the people at the top score wise are still most likely ahead because they got more items, so if they had an equal chance to build even more items it wouldn’t fix anything.

Like if a person with 5 items and a person with 1 item both get to this item shop and each person buys 3 items, you’d still have one person with 8 items total going against a person with 4 items total. Sure there’s a chance that the person with less items could build two full items that are helpful, but would they be useful enough to counter someone with four full items that was already ahead of them?

While I totally agree that the item system could be changed to be more beneficial to all players versus a select few, I’m not quite sure if this is the best way it could be done. It would need some tweaking before implementation.