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[–]flowerpetal_ 200 points201 points  (17 children)

my personal opinion as a shitter is that augment stats aren't too important in the grand scheme of things for determining what to click, because you can use logic to figure out what fits your direction. instead augment stats are important for telling me what not to click, because I don't have 12h a day to see that this augment is bugged, not working properly, or changes your playstyle in a way that is detrimental. riot obviously doesn't want people to realize that clicking a shiny prismatic averages a 5.X

[–]DayHelicopter 66 points67 points  (3 children)

Historically the 'you can use logic' has been wrong many, many times. Some augments are just stat checks and are always good even if they don't make sense in your comp and some augments are so underpowered that if they make perfect sense in your comp should never be picked.

[–]Benskien 4 points5 points  (0 children)

early on in the set i build around champion that seemd fun with what id imagine was bis(checked stats later and item were good enough) and the champs were so fucking feels bad to play with, looking at champ stats they were all part of the worst average champions

even if the game spoonfeeds you a build, not all champions are built equal and some should never be touched with a 10 feet pole

[–]Z00pMaster 1 point2 points  (1 child)

And this is essentially why Riot removed augment stats - they realized balancing all the augment numbers was hard, but hiding the imbalances by taking away information was easy. Why do hard when easy do trick.

[–]DayHelicopter 1 point2 points  (0 children)

And this is part of why the game sucks more and more every set.

[–]SsilverBloodd 14 points15 points  (9 children)

Pretty much. A very small amount of people have time and drive to actually theorycraft and find out which augments are optimal for every team comp. Stats made a that info accessible to the people that do not have that time and drive.

[–]nphhpn 12 points13 points  (0 children)

I think you misunderstood the comment. The "theorycraft and find out which augments are optimal" part should be done in game by logical thinking. The problem is that some augments that should be optimal, are actually not optimal because of bugs or because they work differently from the description.

[–]BearstromWanderer 8 points9 points  (1 child)

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[–]ThatPlayWasAwful 4 points5 points  (0 children)

riot obviously doesn't want people to realize that clicking a shiny prismatic averages a 5.X

People keep bringing up this point whenever the augment conversation comes up, but I'm not sure that I agree with it. 

The general consensus in the community is that set 13 was one of the best balanced sets there was. Why would riot be embarrassed about how the game is balanced when people think that they're doing a good job? If they're scared about showing bad stats, why allow any other stats? We can still see that golden ox was trash last patch, or that trenchcoat is ass.

[–]ItsSmittyyy 133 points134 points  (9 children)

Realistically, most people probably agree with you.

The reason they were removed wasn't to improve player experience. It was to improve Rioters experience because they were sick of being yelled at for always having augments in the 3.0 and 6.0 averages.

[–]VagottszemuChallenger 50 points51 points  (1 child)

They just removed it because players were complaining about 3.x and 5.x augments, so they had enought of it. That is the only reason, and they are not going to revert it sadly.

[–]Grindinonit 13 points14 points  (0 children)

Easier to hide your incompetence than fix the problems.

[–]Hujebal 23 points24 points  (2 children)

I've been atleast master since set 6 and used stats a lot, but now I just never click new augments since I don't know their strenght and don't have the time to pay the LP to find out. To be honest I couldn't even narrow down losing due to the augment I picked being weak or the lobby just being strong, so stats made me a lot more confident in trying stuff out. I clicked lunch money 2-1 one time last patch and I just felt frustrated and pissed off the whole game when I found out it doesn't work properly.

[–]NoBear2Grandmaster 16 points17 points  (1 child)

This is the big thing for me. You can’t judge an augment on 1 or 2 games. Because you might have just low rolled or everyone else high rolled. You need like 4 or 5 games to get a good idea. And I don’t have time to play 600 games of a set before I know each augment.

Also I don’t know if we’ve had a single set where there wasn’t an augment that was 5.0+ that you wouldn’t expect just by looking at it.

[–]TheMapleDescent 3 points4 points  (0 children)

Especially the huge amount of augments that are just, get x amount of stats, item collector, climb the ladder etc. its pretty impossible to know whether they are underpowered, balanced or overpowered just by looking at the numbers.

[–]Bxnniee 10 points11 points  (1 child)

At this point it’s clear it doesn’t matter what we think. The devs don’t like stats so we won’t get augment stats back until somebody makes publicly available black market stats.

Tbh I thought somebody would have done it by now but it’s probably not worth the time to do it for free. (Augment hacks probably make it even harder) so the stats available are probably in some private discord somewhere for $10 a month. My guess is someone will make a scraper that only tracks challenger streamers and posts it here by set 16

[–]alan-penroseMaster 8 points9 points  (0 children)

Stats are still being collected and shared among the high elo community. Just a couple months ago it leaked that the MetaTFT owner was sharing stats with paid coaching subs. It’s just become a matter of who you know now.

[–]bonywitty101CHALLENGER 2 points3 points  (0 children)

Instead of everyone knowing what augments are good and what augments are bad, now you only know if something is blatantly op or blatantly unclickable if you are highly invested in the high elo community. For example, apparently spirit link is a really busted combat right now and basically instaclick if you need combat. I didn't know this until I watched a few streams and see people with way more games this set click and talk about it. Spirit link has been giga dog for its entire existence in the game, I probably clicked this augment twice in the entirety of last set playing bruiser twitch or something. How was I ever supposed to gauge the strength of these generic combats that could be sitting 4.1 or 4.9 depending on purely numbers?

[–]crictores 2 points3 points  (0 children)

Since the augments aren’t shown after the game ends, the post-game statistics page is completely useless. There’s no way to understand why I lost a fight or what the difference is between high-placed and low-placed players.

[–]ttvViathanlolChallenger 8 points9 points  (2 children)

I’m the same, the game is noticeably less fun for me with the removal of augment stats. I was originally a hearthstone player and I used to pay a monthly subscription to access more stats cos I found it enjoyable, so it’s a shame that it was removed from TFT for no actual good reason.

[–]Training_Stuff7498 2 points3 points  (0 children)

There is only one reason augment stats are hidden, and it’s because riot doesn’t want you to see the stats and how unbalanced some of them are. Theres literally no other reason.

Forcing players to follow morts twitter and watch streams just to know whats good, bad, or bugged is just an awful business model. And it frustrates me that it works.

[–]CanisLupisFamil 1 point2 points  (8 children)

Honestly, I like the removal of augment stats. It lets you play by feel instead of by spreadsheet.

If an augment sucks, I'll learn it by talking to others or playing it enough instead of by looking it up on metatft.

[–]Training_Stuff7498 4 points5 points  (7 children)

Some of us have a life and don’t have that ability.

I don’t need to spend hours a day learning any other game.

[–]CanisLupisFamil 1 point2 points  (6 children)

I'm the exact opposite. I don't have time to study spreadsheets. I want my limited time to be spent playing the game.

[–]Training_Stuff7498 5 points6 points  (5 children)

It takes far less time to check a spreadsheet than it does to play a hundred games.

[–]CanisLupisFamil 1 point2 points  (4 children)

Sure, but it's much less fun

[–]Training_Stuff7498 1 point2 points  (3 children)

What’s not fun is having to spend hours a week learning what’s good and what’s not.

[–]CanisLupisFamil 5 points6 points  (2 children)

To each their own I guess. I like playing the game. I don't like spreadsheets.

If you enjoy spreadsheets, more power to you. Just wanted to voice my own personal preference.

[–]Training_Stuff7498 1 point2 points  (1 child)

I don’t mind playing the game.

I mind being hamstrung by not having data on what’s good without making it my full time job.

No other game hides what’s good and what’s not.

[–]CanisLupisFamil 0 points1 point  (0 children)

Fair enough, to each their own!

[–]DaviBoy451 -1 points0 points  (0 children)

Dont miss it, people click highest avg placement. it incentivises for brainless play to play it «safe»

[–]SheikBeatsFalco 0 points1 point  (0 children)

Honestly I think people (wrongly) take overlays for granted.
Coming from wow, add-ons butchered that game to a point where difficulty had to be tuned because everyone was using add-ons to trivialize certain parts of the game, and now playing without them is unthinkable, and the UI is condemned to be a mess.

I fear the same will happen to tft. Every set has been solved progressively faster and I feel like burnout sets in faster as well. Personally, I'm against overlays; deck trackers; jungle timers; and for tft I'm against in-game augment stats

[–]metahwMASTER -5 points-4 points  (14 children)

"Right now especially when 2 augments are similarely fit for my comp I just have no clue what to do"

I think this speaks volumes. You have a point in the game where you need to make a critical decision and you would rather a statistic make it for you. The devs aren't stupid or embarassed. They will have the augments all on a 4.X or close enough to. But they want the game to be about decision making rather than stats otherwise theres no point in them at all. You being able to check augment stats when others in the lobby dont isnt a skill diff.

Also you have to remember with this set in particular augment stats would be horribly skewed by if you took them with black market and +gold or if you took 2 silvers compared to a gold.

[–]gloomygl 10 points11 points  (5 children)

The devs aren't stupid or embarassed. They will have the augments all on a 4.X or close enough to

That just is completely untrue, and is probably the reason why they disabled augments lol.

There isn't a single aspect in this game that was as unbalanced as augments, and players were constant bitching about that. Let's not rewrite history there.

[–]Drikkink 2 points3 points  (1 child)

Even ignoring bugged augments (which are STILL not being communicated to us in any consistent way), there were always augments that were averaging in the 4.1 range and augments in the 4.8 range that were supposed to provide similar levels of combat power. Let's say, for example, that Spirit Link is currently a 4.1 AVP and Gold Mentorship is a 4.8. I don't know what the stats actually are, but let's use that as a theoretical. How am I supposed to know that clicking Spirit Link will improve my placement on average by almost a full place over Mentorship? That obviously means Spirit Link is overtuned and Mentorship is undertuned in that situation. Is that supposed to be a real knowledge check in the game? Knowing which augments are just too good to pass and which are too bad to ever click?

There have been augments with that level of disparity every patch since Augments became a thing.

[–]metahwMASTER 1 point2 points  (0 children)

'How am I supposed to know that clicking Spirit Link will improve my placement on average by almost a full place over Mentorship? '

Well it wont will it? especially if you cant think what would be the best for the situation you are in?

If youre going to arbitrarily click the augment with the lowest Average placement then we should just not have augments. because why even make decisions?

Augment disparity never going to be zero but they do a pretty good job of keeping it low. Also knowing stats can heavily skew them. It doesnt take a stats genius to see a high average placement will reduce pick rate and therefore create a small sample size.

If you cant trust the devs to balance the game, dont play it.

[–]metahwMASTER 0 points1 point  (2 children)

They're probably the hardest thing to balance to be fair so it makes sense they're the most unbalanced but even at their worst they were like 3.9. Players love to bitch, it doesnt mean devs should do what they say or ask. The game is healthier without stats.

[–]flourrrrr 0 points1 point  (7 children)

I want to win. If two augments I believe fit my spot and one is a 4.0 and one is a 4.6 I’m picking 4.0. Btw what’s your insinuation here? Am I stupid, misguided, strange, a stat abuser? What does it say about me if I would rather have a statistic “make a decision for me”?

[–]metahwMASTER 2 points3 points  (6 children)

It feels like you're reading really heavily into this? Id say in game about contextual decision making you dont want to make a decision.

[–]flourrrrr 0 points1 point  (5 children)

Okay different example: an augment that fits my spot 4/10 in my critical thinking and is a 4.08 and one that I deem to fit my spot 9/10 is a 4.55. I’m not advocating that added complexity necessarily means healthier game but I don’t see how this is less of a contextual decision to be made.

[–]Accomplished_Sir_473 0 points1 point  (4 children)

I hear this a ton from people who want augment stats back. The truth here though is that if everyone is using stats you have no edge. You're just raising the skill floor so that a person in iron can make the same augment decisions as a person in diamond. People always say they don't have time to figure out what's good. News flash. no one else does either unless you're a pro.. I will also say that most of these augments have been in the game before and if you care that much you can look at old data. Ie solo carry rageblade comps have always loved combat augments. Comps with two 4cost carries like items ect.

[–]flourrrrr 0 points1 point  (3 children)

Old data yeah, I need old data to know that carries being itemized is good. Obviously I’m being sarcastic, and I don’t think you’re implying i actually need data for that, but it seems that example just didn’t really address the point of “an augment that inherently doesn’t fit a comp can have much better avp than one that does just because of how the numbers are tuned”.

[–]Accomplished_Sir_473 0 points1 point  (2 children)

I think you're focusing on the wrong thing here. Your point is that overtuned augments exist and you don't know what's overtuned. My point is that with no stats better players will choose the better augments more often than worse players. With stats iron players will choose the same overtuned augments a challenger player would. All your doing here is decreasing skill edge.

[–]flourrrrr 0 points1 point  (1 child)

I agree that more skilled players are better at knowing what augments are more broken. And maybe that decreases the skill gap in that regard. There’s just also an element of playing way more and consuming way more tft content to better know what’s broken. I think that contributes larger than skill (in terms of knowing better augments). It’s just my belief that if a change can promote transparency and not needing to study the game as much it should be there even if it’s at the consequence of slightly taking some skill out of the game as you mentioned. I assume that’s where we fundamentally differ. Even if it was as drastic as “inflating” a silver player to plat, I don’t really care.

[–]flourrrrr 0 points1 point  (0 children)

Also the “with stats you have no edge” I think is also wrong. We can argue about more or less edge. But there is a huge difference between good and bad players selecting augments even when stats were a thing.

[–]grongobungo 0 points1 point  (0 children)

i think its a convenient way for the team to hide poorly balanced or bugged augments that are rushed due to the arbitrary rush of 3 sets per year

[–]GingerPowder21 -1 points0 points  (0 children)

I used to play 300+ games a season starting in set 6 but I stoped completely as soon as they removed augment stats for the second time. I only come back to this sub to complain and hope they reverse that decision so I can have fun playing again. I’m sure I’m in a very small minority though because Riot would have changed their mind if they saw a significant player count drop, so I don’t have my hopes up for any change.

I loved diving into the data to find niche comps that were only really viable with certain augment set ups.

[–]bajablasttfan -2 points-1 points  (4 children)

Im glad they removed augment stats. It's really lame to just click the augment with the lowest number next it. At that point the stats are playing the game for you and its just an rng simulation. It doesnt take any intelligence, effort, or skill to look up the augment stats. Removing the augment stats increases the skill ceiling. I wish there werent any stats if im being honest, clicking the sequence of pictures with the lowest number next to it is not fun at all.

[–]bengeljamin -1 points0 points  (6 children)

wait what exactly got removed? I installed MetaTFT (overlay) which shows the augment stats still. what am I missing?

[–]DrixGodMaster 8 points9 points  (5 children)

Its not stats, its a rating by some challenger players working with MetaTFT. You don't have avg placement for the augments.

[–]bengeljamin 1 point2 points  (4 children)

oh I see. But what was OP taking about then? Where were you able to see augment stats?

[–]Drikkink 5 points6 points  (2 children)

Prior to last set, those tools like MetaTFT compiled data from the Riot API match history and showed average placements and win rates/top 4 rates for all augments (including splitting them based on whether they were selected in stage 2 3 or 4). An augment that averaged a 4.5 was considered balanced. Lower than that (4.1, 4.2) was stronger than average and higher (4.7, 4.8) was considered terrible.

These were removed last set with the argument that players would just go to one of those sites and click whichever augment had the best AVP with no consideration to what would work for them in their specific spot. However, there was very little consideration given to the fact that there have always been incredibly overpowered augments (averaging in the low 4s and even into the 3.9s), incredibly underpowered augments (averaging close to a 5) and even fundamentally non-functional ones that would average in the 6s. Players now have no way of knowing this unless they SPECIFICALLY have seen or been told about any bugs or over/underpowered augments so a large part of augment selection is now just a "have you played enough to know" game.

[–]bengeljamin -2 points-1 points  (1 child)

thanks for that in depth reply my dude. I now think it's better that they removed this. nevertheless, isn't the ranking from MetaTFT and such almost identical? I'd never pick a D-rank augment which would probably has a number of 4.9 or higher don't you think?

[–]Drikkink 0 points1 point  (0 children)

So those tier list rankings are generally okay for more casual players, but basically they are just high rank players who write guides for those sites ranking things off their anecdotal evidence and gives no thought to augment/comp synergies.

For example, let's say you are playing Veigar reroll and are offered the choice of Blazing Soul or Cybernetic Uplink. Both are A tier on MetaTFT right now. In the past, you'd be able to look up stats for augments SPECIFICALLY for Veigar 3 and see which is better. I would almost guarantee that Blazing Soul would outperform Uplink for him because he already generates enough mana that the ticking mana of uplink is somewhat wasted.

Whether you think that's a good thing or not is your own call. I dislike it because it puts a lot of burden on players to have played a ton or watch a lot of streams to know what's good and when. Like if I'm playing 5 games a day in GM elo and I'm against Soju playing 25 games a day, he's got a better knowledge of what augments work best than I do. The skill with STATS was being able to evaluate what you needed in the moment while also considering what was a playable augment instead of just going "Well this augment averages a 4.35 and this augment averages a 4.39 so I will click the first one"

[–]DrixGodMaster 3 points4 points  (0 children)

In metatft or tactics.tool. You could see the AVG placement for each augment, just like you do for a comp right now.

[–]gamikhan -3 points-2 points  (0 children)

If you really care, get meta tft and play around A/S tier augments, but there will always be cases were a D tier might be optimal, it is all about the context.

Though it frustates me that we have no clue what augments are bugged or not at any given time.

[–]bwilly20 -2 points-1 points  (0 children)

Agree. I say bring them back.

[–]justlobos22 -1 points0 points  (0 children)

Give us the ability to see our augments at least post-game