Predator+Poison is too rewarding
It's an incredibly strong team and not that difficult to make, honestly.
It's an incredibly strong team and not that difficult to make, honestly.
Riot don't care.
Pred are fine imo The issue is poison, and most off all singed. Pred are strong early and fall off rather hard later on. Poison however is pretty strong late and Singed might still be the single most broken champ in TFT(with ZED close to follow) The issue is that you can easily transition to poison and have plenty room for spare goodstuff units, like prettymuch any other tier 5...
Imo predator could be changed into a 2/4 perk with an execute vs 15/25% hp, which would make it a bit harder to transition into other comps as you need all 4 predators rather than just 3 Or just make it so it no longer procs on item damage like thornmail or ionic. Thoguh that's actually a harsh nerf that might gut poredators completely, as 90% of their mid-late viabillity comes from tiem interactions.
Poison should be nerfed to 25% increase in cost rather than 40 flat, so it doesn't basically remove spam casters like EZ from the game and is about as effective as no at delaying those big 150 mana casts.
And Singed...either nerf his tankyness a bit and remove the CC immunity, or fix the damn unit AI so singeds existence isn't basically a permanent global disarm that also puts your units way out of position.
Drop pred to 15% and rework poison entirely.
While i agree its strong, I disagree with it being "easy" to assemble. It requires mostly low tier units, and specific ones, meaning if anyone else goes pred early or you are unlucky early you arent assembling a good pred team.
On top of that, poison requires specific units as well. Its not like you can slap this together with what you have lying around, you need specific units every time.
Pred and poison are fine. The issue has to do with hit processing. This is 90% of grief players are feeling. That execute might happen too early, or too late depending on the processing of the hit. I've seen champs not go down with a sliver of health, and I've also seen champs go down with closer to 30% health. This is also seen when you kill a player right before a skill goes off. They should have completed the skill but there is some sort of delayed charge up, so they died instead. Amumu is a perfect example. His skill takes a second or 2 to charge up and release, causing him to die in a lot of cases when he is introduced late game. So what you're really complaining about is lousy programming by Riot, not bad champ combos.
I think Riot really needs to dial in the mechanics so that it's more accurate instead of well you lost because an ability didn't charge all the way before your champion dies.
Varius, Ezreal, Kog'ma, and any other champ that has a skill shot can completely miss targets because they move. These are the issues that need to get address. Kha'zix will roam endlessly finding his next low health prey instead of just the closes under 50% health prey. Literally doing no damage for 5 seconds.
Stuns are also a huge issue. 5 second stuns should never happen. I've been frozen to death from full health from glacial. Ever hear of decreasing efficiency of stun? That would be nice.
There are many minor issues Riot needs to address which culminate in a huge problem for the game.
There is no skill in the game, and no tactics. Just hope you get the card you need to upgrade your champ. Just hope you get the item combination you need for late game to get into top 4. I'm constantly dumped on by the RNG and get last place.
It's almost as if the game specifically tanks the RNG when I get closer to the next tier. I'll loose 4 matches straight, and out of no where I'll get first place.