TFT is pretty predictable...
The guy who was winning had 6 items 2 more than everyone else... much skill, much wow. [slayer-pantheon-thumbs]
The guy who was winning had 6 items 2 more than everyone else... much skill, much wow. [slayer-pantheon-thumbs]
i still don't know why they not give a certain monster a 100% chance to drop an item, just which item is totally random. also: some items are too op and others far too weak.
championwise i still wait for a glacial/stun nerf and a gnar nerf
If someone gets 2 items early and goes on a win streak, just sandbag yourself and go for the loss streak economy while you wait for more items.
Statistically, in later rounds he'll get less items and you'll get more -- which will put you on even footing item-wise.
And he'll have done one of two things -- he will either have saved his money and rode his win streak the rest of the game, building up economy (in which case you're evenly matched and the better player can win through skill, and you've had this whole game to build specifically to counter him)
Or he'll have foolishly spent his money in an effort to maintain his power advantage through the game and win by brute force -- in which case he probably isn't expecting the last-place guy to all of a sudden make a surge with a comp that beats his, and you win.
This game is as much about how you play as it is how other people play, and item RNG is designed in such a way where if you don't get any items in one round, your chances of getting items in the next round are higher. So it tends to even out.
And even if it doesn't and you're in the RARE instance where you get ZERO items all game long, and your opponents get 6-7 items, well.... shit happens, friend. Go next. This is statistically rare, and the only reason it sucks so much is recency bias. If you were to look at your last 10 games (oh wait, you can't! There's no match history) you would see that this just simply is not the case as often as you think.
It is much more often the case that everyone ends the game with roughly equal items, because that is how the system is designed -- and its working as intended. I'm not saying its a GOOD system, I don't like it myself. I think everyone should get the same opportunity at items, with MAYBE ONE or TWO RNG items appearing in each game -- but that's not the point. The point is that the current system is not nearly as terrible as people make it out to be. Terrible? Yes. But not nearly as much as people want to believe.
If we made a pie chart of all the reasons your win rate isn't quite as good as you'd expect it to be, item RNG would be a nearly negligible slice of that pie. There are other factors at play, here.
And even some of those might not be your fault, either. Broken heroes. Broken items. Heroes standing around. Bad draw. Some comps are just plain weak. That sort of thing.
But item RNG is a very, very small part of your win rate.
You mean, much tactics :'D
guy who gets first carousel spatula and ints into 2nd guaranteed spatula with 3/3 Pirates wins by default
i won 1st place with 2 starting items [pieces not full] and was still behind in items in late game.
predict that if you can.
[sg-ezreal]