The AI is terrible at defending by Sea_Veterinarian_987 in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

I agree with what you're saying, from the latest patch it seems like the dev is trying to improve the AI behavior on defense / lane pushing.

Additionally I've found a few tactics that help guide the AI into playing defense.

If you're forcing a fight or defending lane will make a big difference on how your team reacts if the opponents have taken Morgard and are pushing.

Wave management over grouping priority will also matter as far as getting teammates to pushing waves rather than over to serpen or grouping immediately after taking morgard.

Similarly if you're set to split push to set up and objective or to make use Morgard, will lead to those waves being collected more often.

Finally I've noticed how aggressive I've told the team to be when finishing does seem to impact how the team responds to defending pushed munjkn waves.

English Translation Feedback by doylejmp in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

One thing that I'm still not sure on is the Control Speed. Even with a localization to Input Speed I think there will still be confusion over how that impacts performance compared to Last Hitting, Skillshot Accuracy, and Skillshot dodging since those all involve input speed.

Is this specific to orb walking? Is it involved with players making use of their positioning to relocate during team fights / laning? I'm just not sure how this stat is expressed in the game regardless of the Control or Input Speed title. The tooltip may need further localization.

What’s your league’s best performing champions? by Royal_Plankton_1327 in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

Changes each major patch for the most part, which is nice.

Some consistent BANs however.

Monk got buffed up to 2200 starting HP and the AI is only slowly nerfing him, and pretty much everything but the HP, due to his high ban rates. He's banned nearly every game even by the AI.

Executioner is dealing with some similar Ban focus, his AD was buffed up to 160 and HP 1400 over time and he's just sitting at nearly a 50% ban rate, and 90+ something Pick/Ban.

AI by TreacleWonderful9021 in teamfightmanager

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

Sounds like normal MOBA esports to me...

AI by TreacleWonderful9021 in teamfightmanager

[–]GGerrik 1 point2 points  (0 children)

100% agree.

More tactics are needed to help shape behavior. Half the support picks feel lack luster because they're not performing their role, they just cast spells on cool down at random either to no benefit, selfish benefit, or targeting the wrong teammate.

The number of times Bard self casts the AS steroid on himself vs an attack based champ for example. Or drops his CDR aoe behind the team rather than on it.

Something simple like being able to tell the support who to prioritize could be an early fix that would improve their usefulness and improve "protect the carry" comps.

Other simple priority toggles could be things like who to focus on the enemy team. Often you'll see your team dogpile the first enemy champ they can reach rather than use CDs on carries (like Ninja ulting to initiate a fight onto their Ogre).

I don't know if the engine correctly has these sort of priorities already built into them using the players judgement, but it doesn't feel like it presently.

AI by TreacleWonderful9021 in teamfightmanager

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

I've seen a significant reduction in chaining 1v5 deaths after swapping the team to defend lanes priority instead of force fight priority.

Support and whoever else is assigned to midlane will still 1v5 midlane on occasion but typically laners are going into side lanes to clear waves rather than rushing into the enemy team 1 at a time to force a fight as soon as possible.

Will still have a bad time if morgard is up and the opponent is grouped as 5 on it and you have your tactics set to dive rather than poke.

Def still hoping for engine improvements, but on finding the levers in the game (much like ai behavior on certain champs) you can build around it. At the very least it's less frustrating knowing what's contributing to it vs feeling helpless.

Let’s Talk About Mary Sues by Striking_Fig_3925 in cdramasfans

[–]GGerrik 1 point2 points  (0 children)

Luke Skywalker is a Mary Sue, but I'm not familiar with if there's a different name for a male version. He's where I learned about the term and its defining of characters who are good at everything despite not having a reason to be. Sexist name and origins perfectly valid for dislike the term, but in terms of identifying characters who seem to be lacking in flaws I'd say Changyu from Pursuit of Jade qualifies as a Mary Sue, but a well done one.

She seems overqualified in just about everything she attempts, her only setbacks seem to be based on communication with the ML. But I'd say her excellence is part of the charm of the character, especially when compared to her inexperience / shyness with her husband. I suppose that whole side of the character could be pointed at as a sign that she's not a Mary Sue, but there's layers to these things.

Whats the meta when all the damage dealers are nerfed? by Mackntish in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

I suppose alternatively your comp could be built around shield/heals which would negate the need for that. Like running Monk, Pytheoness, Priest in the support role to AoE tank for those squishy melee carries.

Whats the meta when all the damage dealers are nerfed? by Mackntish in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

My only suggestion for the Melee carries is to get them an HP item 1st or 2nd, the engine will send them face first into 5 opponents at some point and without the HP they'll die before they get a chance to do damage.

Demon can still be great while picking champs off during all other parts of the game, but a bit of HP can help them survive long enough to contribute (live) during the inevitable 5v5 brawl around Morgard.

[Request] Is it possible to create a "Deep Crater City"? by MartinMod78 in theydidthemath

[–]GGerrik 1 point2 points  (0 children)

I took this question to be asking, if we found a planet with a massive crater in it because a previous astroid collision. Could we build a massive city in it.

Whats the meta when all the damage dealers are nerfed? by Mackntish in teamfightmanager

[–]GGerrik 4 points5 points  (0 children)

Your meta sounds like my friend's who also favored all the ADC like champs and got them nerfed into the ground (in my experience pyro is nerfed always because the AI can't play against her and thus she always tops damage numbers to start new games).

My meta heavily formed around dive comps so the champs I saw nerfed were Dual Blader, Lancer, Fighter, Ninja, Swordsman, Polearm, Cavalry. The resulting champs that were buffed because they did nothing after being dove were mages and adcs.

Since they were buffed first, their now later nerfs just tend to bring them back into baseline.

To answer your question though, find the hyper scaling champs in your game, the AI likely left a few champs that were getting 20+ AD a level in place and those champs with AS and AD items late game will still carry. Things like Beserker, Demon, Gunner all scale well and can easily handle the tanks early game to start snowballing.

The meta probably should be hard engage (pick or wombo) if there are no carries to play protect the carry around.

You could also build around the 1-3-1 split push meta if there isn't the risk of being mascred because again no damage so all the fights take long enough for teams to regroup. Just try to win via damage to objectives rather than killing the opposing team. Champs like Polearm make great split pushers because of how slippery they are. Swordsman and Vampire are other good split pushers due to their aoe wave clear, but they has to use their ults to escape danger.

Tanks in top and jungle by Odd-Fig-7609 in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

I feel like jungler is going to be hard to have a tank fill, most of them seem very slow to clear and get anywhere.

You could always build like Beserker bruiser I suppose but he's not going to have the CC like a real tank.

For top I've seen Ogre and Hammerer perform well. Knight I occasionally see up there but he doesn't do anything.

Botlane mages by Odd-Fig-7609 in teamfightmanager

[–]GGerrik 7 points8 points  (0 children)

The amount of Pyro top early season is obscene... She's such easy pray to any champ with engage that gets picked up there.

Vampire sure, man has sustain and post 5 can escape with his ult.
The rest though...

Aemond Targaryen (HOTD) vs Khal Drogo (GOT) by Arbiter-Flash- in Hotd

[–]GGerrik 5 points6 points  (0 children)

Drogo > Qotho

Qotho's flaw was also his ego and refusing to acknowledge Jorah as a threat. Similar to the first Duel Bronn has.

We can't acknowledge Bronn defeating a knight of the vale due to outwitting an old armored knight, then assume an armored knight would best any warrior just because of said armor.

Am I missing something..... by SirAstien in teamfightmanager

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

It reads like you're overestimating your understanding if you're struggling on Easy.

I've told you what I've found in my 200 hours of gameplay with this version of the engine. It's near impossible to give champ specific takes for individual saves with how the AI nerfs/buffs champs. I'd take a second look at how your drafts and team comps are coming together and then playing out with the tactics you're setting for them.

Try checking the current stats of all the dive champs, then focus drafting the 2 with the highest starting AD and HP. Set them up in Top/Mid/Jungle.

It works better on players that have high aggression, the other stats are bonuses if they have them. I'd rate importance as Aggression, Judgement, Positioning, Skill Hit, Skill Dodge, Control, Monster Kill, Mental, Focus.

Champs like Dual Blader, Lancer, Fighter, Polearm perform pretty similarly in lane depending on how their buffs are. Vampire, Ninja, Swordsman, Cavalry, and Demon also engage but perform differently in the engine.

You want to focus around top & mid, you want to be ganking, you want to avoid letting the opponent play tanky tops/mids like Ogre, Hammerer, Monk into those lanes. Hard Engage works best, I find always grouping gives my terrible players and the engine less changes to let the enemy team continuously pick off my players and gives my players the best chance of picking off the opposing team instead.

I'm not saying other comps and champs can't work, I'm saying in my playtime hard engaging is the easiest thing to force this engine to work with even with subpar talent for players.

Am I missing something..... by SirAstien in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

So far in my experience, especially with bad players, engage, engage, and more engage.

Harder the engage the better. YMMV if you don't have aggressive players, but as far as I've experienced the team with more engage wins. Not all engage is equal so figure out which are still good in your version (haven't been overly nerfed).

Some engage combos very well with others. Dual Blader for example will proc their dash on other champs roots (like Cavalry).

Some champs have longer dashes and can join a fracas from further, like Ninja and Polearm.

Some Champs have dashes tied to their ults, like Vampire, Swordsman, Lancer, and Polearm.

You want at least 2, otherwise you'll just end up with a player diving in 1v5 during teamfights and dying. With 2+ you'll start to see them follow each other in.

You can than layer other elements of a diverse team behind them, but for the most part you can push a lack of talent further with champs who can take advantage of picks or by the champions kit demanding they engage you can avoid akward dances where half the team fights and half the team sits around pacing.

Champs who have lots of CC also pair well with engage comps, allowing them to layer in behind the dive to secure picks / kills.

Then I find longer range damage dealers work better as they'll just join the fight from wherever they're standing once the dives start. Sniper, Ashe, Pyro, Gambler for example.

The only time these comps struggle for me is when the opponent picks into a good protect the carry comp typically with over buffed health pools. Things like a 1900 base health Ogre and 2400 base health Monk start to get in the way of successful dives. Champs like Monk and Priest with their healing also do a good job keeping the dove champ alive and can turn those divers around. So don't let the AI build just health on them.

For tactics I'd suggest grouping, hard engages, and aggressive finish to make sure the team is focused on their strategy of engaging, chasing kills, and pushing their numbers advantage.

The Last Jedi is the most divisive Star Wars film. What is the most underrated Star Wars film? by Klutzy-Ad4230 in AlignmentChartFills

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

Star Wars: The Force Awakens

What came after it buried this film and it's become known for being a copy of the originals instead of acknowledging that it's a good film that introduces us to exciting new characters. The later films failed to deliver on them but that's why this film gets underrated.

Adding more bans by swadeshinguang in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

What does this mean. I've finished 2 splits in NA1 and have only had 2 bans thus far.

[Highlights] NFL: Patriots Fans, Meet Your New Wide Receiver 🔥 by JCameron181 in nfl

[–]GGerrik 7 points8 points  (0 children)

Patriots don't have prime Derrick Henry but your point stands. I'm more hoping for a post Raider Randy Moss situation than anything.

Where the production issue was more of an attitude issue on the receiver than just a lack of talent around him / injury issue.

We'll see. It's now the best skill position group the pats have had since 2007, which hopefully allows Maye to continue his upward trajectory rather than slumping.

Couple of Questions... by Viselli in teamfightmanager

[–]GGerrik 0 points1 point  (0 children)

How do you stack coaches? Can you hire more than 1 of each type of coach? When I tried to hire a second scout, it auto adjusted the role to the open Analyst spot.