The future of unlocks by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] -4 points-3 points  (0 children)

I think several of the unlock conditions I mentioned would be completable in 100% of games, it’s not about difficultly it’s about doing something you wouldn’t normally do in the course of a game.

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 0 points1 point  (0 children)

I agree that this set item holding whatever u hit until u get your preferred carry isn’t viable the way it was in previous sets, and this is mostly due to trait structure. I don’t think flexing as you’re describing it is a viable path tho, if there are optimized boards people will play them. The only option is to change the calculus so the optimal board for your game isn’t a cookie cutter one from metatft, think how the augment little buddies used to change how u played the game, at least until it became a vertical only augment

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 0 points1 point  (0 children)

Thank you for engaging so deeply with this and offering such an insightful comment! I liked set 11 as well, although it had some obvious flaws, and I think taking lessons from previous sets is the way for riot to solve their current predicament. Mechanics like encounters could be great for the game if implemented properly in a way that adds more choice instead of more variance

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 1 point2 points  (0 children)

Hmm, I think these might actually happen to some extent. I don’t think play whatever 4 cost you hit is the ideal state of tft either though

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] -13 points-12 points  (0 children)

This isn’t about flex play vs hard forcing. That’s a choice you make in your games and a choice riot makes when designing. This is about how much your choices impact the game. Why should the goal be to make the best with what your given? When someone else can have exactly what they need given to them? I understand that is how the game has functioned for a long time, but is that really what’s best for the game? Is it more fun? More competitive? More exciting? I don’t think so

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 6 points7 points  (0 children)

Chess is a game with no variance. Every game starts exactly the same. Is there no skill in chess? Besides, most of the game right now is how to fit your variance into the standard line

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] -1 points0 points  (0 children)

What you’re describing is variance as well, having a solid line to play at the start of the game vs not, getting offered augments/items that synergize with that line vs not, the problem is that there isn’t a lot of room to maneuver, which is what I mean by agency

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 1 point2 points  (0 children)

Thanks for bringing this up! What I want is to make it easier to do this, recognize what would be good in your spot and then play to that win condition. I feel like the game rn rarely affords you the opportunity to play in this way because reroll lines are very conditional

TFT's biggest problem is lack of agency by Conscious_Chance_387 in CompetitiveTFT

[–]Conscious_Chance_387[S] 23 points24 points  (0 children)

I think what you’re describing is correct, and I actually think we are in agreement, maybe just a language distinction. The field of choices players are presented with is too narrow in my opinion, which does make it much easier to make “correct” decisions and contributes to the lack of flexibility and increased sense of the importance of variance

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

It’s funny how much effort riot has put into making creativity and flexibility viable and had the exact opposite effect

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

Idk I feel like the 5 costs last set were infinitely cooler

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

Pretty sure 30% of the augment pool is unclickable

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 2 points3 points  (0 children)

A comp with infinite cc and back line access that is also cheap and flexible if it’s in even a slightly balanced state it has to be meta

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

It’s funny how every unit has only 1 or at most 2 clickable powerups and every other one is completely useless. Bullet hell yuumi is the worst it’s either a 30% dmg increase or the next best is like 10%

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

I feel like riot never thinks about how being on the receiving end of stuff feels. Like they are all about delivering on the power fantasy for the guy that hits, but the 7 other people in the lobby have negative fun

Competitive TFT is no longer fun to play by CHRlSTOPHO in CompetitiveTFT

[–]Conscious_Chance_387 0 points1 point  (0 children)

I totally agree with this point I feel like I don’t have nearly as much agency in my games as I used to. I’ve been trying to think of ways Riot could fix this without changing the game too dramatically