My thoughts on TFT: Good/So-So/Bad
#Introduction
Sup. Played a lot of Auotchess. Tried a few games of TFT. Game has potential, but it also has some major flaws. I'm gonna gloss over the good/soso stuff or stuff that is already addressed like items.
#The Good
- Synergies feel pretty good for the most part.
- Carousel is nice.
- Comebacks ain't too bad.
- Interface is the cleanest out of the DAC-style games.
#The So-so
- Stuff people already talked about. (Hexagons, board size, itemization, etc.)
#The Bad
- CC in general.
CC in TFT feels really bad to play against. CC last so long and even worse, units you could itemize against don't exist. Sure, "magic immune" dragons exist but frankly, that does nothing. It stops the damage but not CC. This is compounded by something I'll list sooner but I feel like CC could go down from the high-highs it's at to something more reasonable.
- Glacial.
Hey speaking of CC fuck Glacial. Glacial feels awful to play against, especially when you fight off a glacial team where you're CONSTANTLY being stunned. It feels terrible. My personal solutions is radical and "less radical". Radical, I'd argue that we remove the entire stun mechanic and make it to a movement/attack speed slow, which is still strong but doesn't completely ruin the unit that's slowed. Non-radically, I'd make Glacial 3/6 instead of 2/4/6, meaning you have to double down if you want the comp. (25/35/45 to 20/40.) It's a nerf but it'll make the comp feel not AS bad to deal with.
- Phantom
Not really "bad" from a balance position but man does it feel like shit to play against. It randomly changes the game in a rather bad way. Radically, I'd make it a "banish" effect and remove/change Zephyr so that phantoms can be the "death realm". Non--radically, you can make the effect 75-50% so that the chunk is still "big" but not a free kill.
- AOE Overabundance.
So...yeah. No way around this. A LOT of champions have AoE effects. Compared to DAC, the AOE in that game is often reserved for either high ranking 5* units (Techies, Zeus, Tidehunter, etc.) or some units. Meanwhile, there are a LOT of AoE units in TFT. It makes the game very hard to tank and makes certain aspects really difficult. Leona/Sejuani are also pretty much carbon copies, which makes the CC stacking AOE even worse. Personally, I'd change some units so they either have new skills or focus more on single-target damage. Maybe even just make AoEs smaller. With the board the size it is, everything feels like a team-hit.
- Items.
Items need changes beyond just normalizing drop rates. Some item combos are just so powerful that they end up outclassing everything else. Spatula is especially guilty of this, the item almost breaking the game. (or, in earlier today's case, actually breaking the game). Make some of the better items such as Guinsoos a 3-combo. Make the spatula require more items. There's plenty you can do but right now I think items are just too good to get.
- Rarity > Comp
Maybe it's just me but the rank of the unit matters much more than the unit itself to me. Rolling a 2-3 star, even if they're completely against your comp, feels stronger than getting a combo. In DAC sometimes you could compensate for low rarity ratings by getting a synergy. It doesn't really feel like that in TFT. Personally, I'd nerf a bit of the stat line on some units...or....
- More Champs.
It feels too easy to get 3 stars due to how small the pool is at the moment. Even adding another 10 champions to the pool would fix this. Pretty simple imo.