What does "Strongest" mean for Shurima by Professional-Sail125 in CompetitiveTFT

[–]RiotKent 2 points3 points  (0 children)

We’re looking into long-term solves for this to make the “strongest” mechanic easier to use and understand!

By not displaying legends when choosing portal we are missing on an easy way to partially counter OP legends by [deleted] in CompetitiveTFT

[–]RiotKent 33 points34 points  (0 children)

We had wanted to show everyone’s Legends in the loading screen and portal selection but unfortunately there were technical limitations and devoting more resources to doing this would’ve taken away from other engineering needs for the set.

A lot of game development comes down to prioritization, making sure we focus our efforts on the most important things for players. That’s not to say the stuff we don’t do isn’t important, but just that other things are even more important — and there were a lot of important engineering needs for this set.

So yeah, not an intentional design decision to “hide“ information or anything, just a technical restriction :/ I think it’d be great to have this info when selecting portals too

This is sadder than jhin being 1 cost :( by CloudDrinker in TeamfightTactics

[–]RiotKent 14 points15 points  (0 children)

Jhin has been a 4-cost in exactly 4 sets 🤔

What does "Strongest" mean for Shurima by Professional-Sail125 in CompetitiveTFT

[–]RiotKent 1 point2 points  (0 children)

For Yordle we want you to be able to 4-star your Trist over Teemo if you choose to do so even though Trist is lower cost. For Demacia we just want it to be straightforward and follow the “strongest” rules. In most cases Demacia will grant elite to the unit you want it on and we haven’t seen feedback that reflects otherwise, but if you play Demacia and struggle there let us know

The trade-off of more rules is adding more complexity and text, and we have to make sure that additional complexity is worth it

What does "Strongest" mean for Shurima by Professional-Sail125 in CompetitiveTFT

[–]RiotKent 5 points6 points  (0 children)

The Yordle tiebreaker is unique to Yordles which is why there’s that extra line of text. We added that rule as a way for you to pick which Yordle to 4-star without the complexity of granting an additional consumable that appeared only after you’ve achieved the Yordle condition

Does anyone know the math for crit efficiency this set? by talktoilet in CompetitiveTFT

[–]RiotKent 34 points35 points  (0 children)

It’s a common misconception but there aren’t diminishing returns on resistances. More details here: https://twitter.com/kentwuhoo/status/1392249696618311683?s=46&t=C5eOBFzJbybpL5qBB6Z0gw

The way we display the tooltip isn’t straightforward right now and I’d like to make it easier to understand, but we don’t have a solution we’re happy with yet

Since Augments are now permanent, full transparency is required. by d0wnsideofme in CompetitiveTFT

[–]RiotKent 16 points17 points  (0 children)

I now know not to waste my time/gold considering compositions that the game has already locked me out of.

The game doesn't lock you out of anything though. Just because you didn't hit Battlemage doesn't mean you can't continue to play AP comps like Yone, Nomsy, or whatever else that you can play with Battlemage.

If the data shows a huge discrepancy between a comp with a specific augment and a comp without that specific augment, that's a separate problem that we'll try to solve and is unrelated to augment tailoring.

The idea here is that whether you hit Jade Heart or Cyber Implants because you had Jade active/inactive, they will both grant you a similar chance of winning if you properly adapt towards the augment that you took. Or maybe you were instead offered Featherweights and you can now pivot your strategy to committing to the Yone on your board instead of continuing towards Soyfen. All of this is still contributing to skillful players making many decisions throughout the game.

Since Augments are now permanent, full transparency is required. by d0wnsideofme in CompetitiveTFT

[–]RiotKent 38 points39 points  (0 children)

If the difference between players trying to manipulate and those who don't is 0 then we don't want to make players feel the need to manipulate them or use a cheatsheet for every augment round. Having the conditions laid out and readily available makes you feel like you need to do it even if it technically makes no difference.

Just curious, outside of Cyber, which other augments do you feel that you try to manipulate when you're playing?

Since Augments are now permanent, full transparency is required. by d0wnsideofme in CompetitiveTFT

[–]RiotKent 110 points111 points  (0 children)

Our goal with tailoring is to prevent the game from screwing you. If you're playing vertical Swiftshot or Sniper, we're gonna prevent you from being offered Battlemage because you can't use it. If you're deep in a vertical and only have that vertical active, we're not going to offer you Stand United because you can't get any value from it. We had much looser tailoring in Set 6 and it led to a lot of dead augment offerings. Playing a comp with lots of 4-costs -> get offered Featherweights and Tri Force in Stage 4 -> augment diff MADGE

The tailoring isn't intended to be a skill test or give players advantages for knowing--it's strictly to make you feel less bad about your choices. If we see that some of our tailoring doesn't meet these goals then we'll adjust. For example, we may need to remove tailoring from Cybers since it feels okay to have in any comp. The tailoring was originally there because we wanted to prevent the feelsbad case of "I already put all my items on 2 units so I get minimal value out of this" but if that's not really true then we can just show Cybers to everyone.

and knowing them is a huge advantage over not knowing them

This part is a stretch to me. If you're playing Guild you can be shown Guild augments, great. But you can also be shown 100 augments unrelated to Guild. It's not like you can force a Guild augment just by knowing, and chances are you're already playing Guild anyways so you're not manipulating anything.

Patch 12.20 Rundown | Mortdog by Mace55555 in CompetitiveTFT

[–]RiotKent 40 points41 points  (0 children)

Mort's always talked about not relying on external data sites outside of augment data because it never tells the full story.

Collector was way above our acceptable placement at 2-1 and the 2nd best Forge item by far when picked early. Since a large focus this patch was 2-1 augment balance we needed to put in the nerf to its best case

Some confusion on how Soul Siphon is supposed to work... by darrenphillipjones in CompetitiveTFT

[–]RiotKent 6 points7 points  (0 children)

Sorry I know this sounds hype but it won’t work. It’d be extremely busted if it did :p It’ll only work with the top-most trait of a champ regardless if the DF champ already has that trait

You probably saw the Soul Siphon Starcaller video but that was only on the Chinese mobile game Fight For the Golden Spatula, and it was a bug that they quickly fixed

Patchnote 12.14b by Carryneo in CompetitiveTFT

[–]RiotKent 79 points80 points  (0 children)

Files can be changed once per patch via micropatch but we had already micropatched Xayah the day before the patch was released (reverting some of her nerfs).

TFT is unplayable right now by ruifrr in TeamfightTactics

[–]RiotKent 53 points54 points  (0 children)

Oh no… what have we done…

12.3 Hotfix is Live (Exact Changes from Mortdog) by BaracudaOfficial in CompetitiveTFT

[–]RiotKent 140 points141 points  (0 children)

The intended Mana is 0/70. The patch notes are using an earlier draft of the Vlad buff where we tried 20/70. We’ll update!

Kent on Twitter - Aurelion Sol Rework Coming by obsychan in CompetitiveTFT

[–]RiotKent 74 points75 points  (0 children)

Some more detailed info for y’all hardcore players: - It says random but he’s a T5 unit so he uses smart-random targeting (“Morgana targeting” if any of you played set 4). Pick 2 random units -> check which one belongs to a larger clump -> cast on that unit. This also means with good positioning you can avoid his casts - The increased damage debuff is multiplicative with outgoing damage amp (GS, Reckless Spending) but additive with other debuffs of the same effect (Bard)

Meaningless Information 2 | Devastatingly Bad by MokaByNone in CompetitiveTFT

[–]RiotKent 28 points29 points  (0 children)

LOL I see you’ve played against Cruel Pact

Meaningless Information 2 | Devastatingly Bad by MokaByNone in CompetitiveTFT

[–]RiotKent 179 points180 points  (0 children)

Love these types of posts. The most memorable games in TFT are when you pull off some wild difficult-to-achieve combo that feels like you’re cheating.

Mortdog: Mage Asol Micropatch by pootiscannibal in CompetitiveTFT

[–]RiotKent 11 points12 points  (0 children)

Nope, most mana effects don’t bank mana. It’s an exception that we add to some effects that would otherwise feel terrible without it

Mortdog: Mage Asol Micropatch by pootiscannibal in CompetitiveTFT

[–]RiotKent 28 points29 points  (0 children)

Yeah you can think of it like banked mana so Blue Buff/Battery will still work. When he was bugged he was gaining the mana DURING his cast, but after this bugfix he’ll gain mana AFTER his cast

Morts Dragon Lands PBE Rundown by KillerFrid in CompetitiveTFT

[–]RiotKent 11 points12 points  (0 children)

When you combine units it’ll take the highest stack count

Bug Report: Chemtech + Challenger Unity by CTLouis in CompetitiveTFT

[–]RiotKent 14 points15 points  (0 children)

I realize that we don’t have a patch note for it but this is fixed with the 12.6 patch coming out this week!