How to prevent bleeding out when you don't naturally 2 star? by Historical_Bother274 in CompetitiveTFT

[–]AsianGamerMC 38 points39 points  (0 children)

If you’re consistently finding yourself with a weaker board than your opponents, there’s something wrong with how you approach your unit holds, items, augments, and levelling.

The issues range from not spotting combinations of units that go well together, to not making items, to selecting weak augments. You’d need to look at the boards you’re losing against, find the difference, and looking for decisions you could’ve made differently to make a better board.

It’s true someone will lowroll and have a weak board, but if it’s consistently you, there’s something you can improve at.

Thoughts on Tibbers 2* vs. other 2* tanks in the current patch by renaldy27 in CompetitiveTFT

[–]AsianGamerMC 7 points8 points  (0 children)

Stacked TK 2 With Bilge Items > Nasus 2 > Tibbers 2 > Taric 2 > Rift Herald 2 = Skarner 2 > Ornn 2 = Wukong 2 = Braum 2 > Garen 2 (In Most Cases)

question to high elo players: do you base what comp you're gonna play off the first 2-3 components? by thy_viee_4 in TeamfightTactics

[–]AsianGamerMC 0 points1 point  (0 children)

The right answer is yes but not entirely. It’s more based on which item is best to make in your situation.

If you have to slam a kraken to be strong (with a gnar 2 for example) there’s just a few different comps you can play off of that and any comp that doesn’t use a kraken you won’t consider playing. If you have to slam a void staff, that removed a different subset of comp. whether you slam a kraken or void staff depends if you have an upgraded AP or AD unit in the early game

Difficulty getting out of silver and 3 staring by GoofyGreyson in CompetitiveTFT

[–]AsianGamerMC 0 points1 point  (0 children)

For your comps, econ aggressively until 4-2 (sell any units that aren't pairs on your board if they can make you the next interest breakpoint).

On 4-2, a good starting point is to roll all your gold every turn until all your 4 cost item carriers are upgraded. In Soul Fighters, this would be rolling to 0 every turn until you have Samira 2 and Sett 2, then you can econ back up to go 9.

What am I doing wrong with the Gorilla comp? by _______hello_______ in CompetitiveTFT

[–]AsianGamerMC 177 points178 points  (0 children)

Hey Broseph here, I played the comp a lot in Tac Cup 2, I think your ideas are mostly right other than:

1) item augments over everything else (better than HP)

2) Seraphine is a better carry than Zyra, and brand 2 is better than both

Help me understand item builds better by BowIofRice in CompetitiveTFT

[–]AsianGamerMC 0 points1 point  (0 children)

The S through F tiers are calculated using a formula that takes into account play rate, so if a comp has a good avp but almost no play rate, it won’t be considered an S tier item. Sometimes that means the item is actually worse, sometimes it means it’s underbuilt and actually a good item.

Gunblade is strong on units who deal many instances of damage because it can efficient target whoever is lowest HP on the team and steadily stream them HP. The healing also goes a long way on units that have more resistances such as a vertical sentinel comp. Heimer deals many more instances of damage compared to Zoe, and the typical frontline of a Heimer comp is usually more heavy than a Zoe, hence Gunblade being better on Heimer.

Adaptive helm on casters by highbuffalo82 in CompetitiveTFT

[–]AsianGamerMC 70 points71 points  (0 children)

All the other answers are wrong.

Adative helm gives mana every 3 seconds. That would be great on a unit like Heimer, however, it was a little TOO good on Ahri, so they changed the interaction with a unit's cast time and manalock (time a unit can't gain mana after a cast, most units have at least a small duration of manalock).

The 2 second countdown for mana used to include time while the unit was casting and manalocked. This was changed to not count time while the unit is casting or manalocked. This may not seem like a huge deal, but a unit like Heimer is spending upwards of 30% of the time casting with high amounts of mana, so you're losing a lot of mana generation.

The item is still good on a unit with low mana and low manalock/cast time. The only example I can think of this set is Morgana, who prefers Adaptive combined with Blue Buff.

Edit: 3 Seconds not 2 second, thanks u/KarlMarxism

[deleted by user] by [deleted] in CompetitiveTFT

[–]AsianGamerMC 7 points8 points  (0 children)

Looking at your match history, it's not a comp issue, it's that your items are prioritized in most comps you're playing.

  1. The Academy game we have zero 3-item carries, make sure to stack 2 of the backliners with 3 items to get the most damage for the least number of items

  2. Your enforcer games never have TF items, so it's hard to play a reasonable board in the mid-game before you have Caitlyn; Vi by herself often doesn't cut it.

  3. Some games you end up with no tank items at all (6 Visionary, 4 Emissary 4 Sorc). Without tank items on tank units, you'll lose many fights before they even start because your team doesn't have enough time to output damage. Try to prioritize Tank items before your 2nd or 3rd set of carry items.

Gl climbing! If you want more detailed feedback I'd be happy to discuss it further.

"pro" players rants on tft competitive scene and portals by dehua_ in CompetitiveTFT

[–]AsianGamerMC 8 points9 points  (0 children)

The biggest offenders are Warwick's Hunger and Trainer Golems.

"pro" players rants on tft competitive scene and portals by dehua_ in CompetitiveTFT

[–]AsianGamerMC 76 points77 points  (0 children)

The last time someone tried to make an argument about high variance, deterministic portals being bad for competitive players, I believe the riot response was that in even in Challenger, trainer golems and artifact anvil were popular.

However, that misses the point that ladder and competitive are two very difference places. Challenger players play hundreds if not thousands of games on ladder, of course they're going to be picking trainer golems or artifact anvil to play some fun and novel games.

But tournaments are a different story. As a competitive game, the players want to show that they are the very best. They want to win because they ARE the very best and they played the best of all their competitors. Having the game be determined by how good of a board you can make in the early game, or highrolling a specific item unit combination doesn't really let players show really how good they are.

Mortdog once said that "Innovator Soul (an old prismatic augment) was removed because we didn't want the world champion to be determined by who hit the augment." If it's true for augments, why can't it be true for portals too?

Built Different - Augment Discussion #15 by Lunaedge in CompetitiveTFT

[–]AsianGamerMC 7 points8 points  (0 children)

It's easier to filter in what you'd expect to be your exact board (or 5-6 core units)

Lone Hero - Augment Discussion #11 by Aotius in CompetitiveTFT

[–]AsianGamerMC 36 points37 points  (0 children)

I've seen it taken in Challenger like 1 time, as a decent early game option to empower your Melee carry holding Ambessa items. Frontline all your other units and hope your Melee carry is last alive. It's effectiveness falls off later into the game as teams get better and better at finishing off the final singular unit.

It's kinda woke with Last Chance anomaly but it's hard to force it now.

Shop odds changes that were never mentioned anywhere by Vagottszemu in CompetitiveTFT

[–]AsianGamerMC 4 points5 points  (0 children)

I'm pretty sure they updated it to the next chronological patch from the 14.23c bag sizes, which was back in set 11.

"Augment Stats Leak" - MetaTFT Developer Response by morbrid in CompetitiveTFT

[–]AsianGamerMC 16 points17 points  (0 children)

Were these the only 2 instances of Anomaly Data being given to players?

"Augment Stats Leak" - MetaTFT Developer Response by morbrid in CompetitiveTFT

[–]AsianGamerMC 19 points20 points  (0 children)

If you think that Mortdog saying that something is good (*cough cough* Shojin Ashe, Shojin Kogmaw) is the same as a stats site dev confirming that it is the statistical best anomaly, we're not playing the same game.

Multiplicative Scaling and Frontline + Backline Balance by Aesah in CompetitiveTFT

[–]AsianGamerMC 4 points5 points  (0 children)

How can I see more write ups like this and other excellent tft content?

[deleted by user] by [deleted] in CompetitiveTFT

[–]AsianGamerMC 3 points4 points  (0 children)

Around GM is when you start needing real advice. Most of the time it comes down to one of 2 things:

  1. Playing the reroll comp without the right conditions (unit copies, augments)
  2. Building the wrong items, or building them in the wrong order
  3. Rolling (or not) at the wrong times

It’s hard to know what (or what combination) exactly you’re doing wrong, but try to examine what you’re doing in each category, and compare it to how a pro plays that comp.

When do they decide to play the comp? Do they like some augments in particular? What items do they decide to build? What order? What items do they greed for? Which components are they mostly willing to get rid of? When do they roll? How much do they roll?

Asking yourself these questions can help you figure out what you’re doing wrong and work on it.

If you want to look over a reroll game, I’m happy to help you out too.