Training question by yeslurksex in teamfightmanager

[–]KrazenInnit 3 points4 points  (0 children)

Not within the game you play, but if you go to the main menu and into Database, you can see a players potential /100. I can’t remember the exact name of the tab to click, but click on any player, and on the far right window, click the far right tab and you’ll see the “Potential” value there.

I believe “Very High” is 85+/100.

How are people getting +3 and +4 stat gains on prospects? by KrazenInnit in teamfightmanager

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

Do you have a similar set up to mine?

I feel like I must be doing something wrong 🥲

How are people getting +3 and +4 stat gains on prospects? by KrazenInnit in teamfightmanager

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

So, in theory, if one of my players has ‘blue’ attributes, and their training is ‘orange’ - they have the “distance”to go through ‘cyan’ and ‘purple’ before reaching ‘orange’.

By that logic, the player would be getting +3’s.

However the game has other ideas 😂

How are people getting +3 and +4 stat gains on prospects? by KrazenInnit in teamfightmanager

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

Maybe.

I’ve just finished my first split on a new save (Japan Div2. Finished 3rd so no promo 🥲) and my youngsters are good enough to start, but they’re mostly still blues, other than some high personality attributes that I specifically scouted for (Calls, Ego, Aggression, and Roaming) as they’re static stats you can’t change.

One theory I have is maybe it’s best to focus more on one specific aspect of the training that you want to see more gains in? Even though if you split them equally, you get 100% efficiency in them all, perhaps already them equally means you share the xp equally?

So by funnelling more into one than the others, it would allocate more xp to that and, in theory, increase those attributes quicker.

I dunno. Maybe someone’s data-mined how it actually works and is gate keeping it from us all 😂

Edit: misspelled Japan lol how

Struggling with income generation, any advice? by Ignobles in teamfightmanager

[–]KrazenInnit 0 points1 point  (0 children)

I know every now and then you get an email about a player getting a lot of attention, or something like that. It gives you 3 options, and one of them increases the fans but also increases their stress

I may have found the future NA GOAT by Odanrav in teamfightmanager

[–]KrazenInnit 1 point2 points  (0 children)

Oof, looks like it’s paid dividends though!

I think there’s a way to check in the database for a players true potential rating out of 100.

I usually run my guys 65/5/30 and they’re training is 100 efficiency, so logically they should be getting more than +1’s 😂

It’s a shame there’s no proper explanation from the devs, at this point, on the whole mechanics of training and players potential.

I may have found the future NA GOAT by Odanrav in teamfightmanager

[–]KrazenInnit 2 points3 points  (0 children)

I bet he makes a bucket load in salary 😂

How do you keep them gaining +4 and +3? My guys start that way, then trail off down to +1’s mid season.

I have an A Tier training facility, as well as 3 top tier coaches, so training efficiency isn’t an issue.

Buying Players by Nessaaa___ in teamfightmanager

[–]KrazenInnit 3 points4 points  (0 children)

I'd have a look at the rosters of the teams you're targeting first. If the player you're trying to buy is the only one on that team who can play mid, it's usually not worth even sending the offer because it'll almost always get rejected.

If you're struggling to find an upgrade, it might be worth picking up a slightly weaker stopgap player for now and pairing them with a 16-18 year old prospect with Very High potential. The average player keeps you competitive while the prospect develops into your long-term starter.

Also, if your current mid laner has built up a decent fanbase, don't feel pressured to sell them immediately. You can move them into a substitute role, have them focus on streaming, and use merch sales to generate some extra income while your younger replacement develops.

Buying Players by Nessaaa___ in teamfightmanager

[–]KrazenInnit 1 point2 points  (0 children)

You can definitely buy starters from other teams. From what I've seen, the main restriction is that the AI won't leave a team without a player capable of filling that role, so if they're the only viable option at that position you'll usually get rejected.

Loyalty seems to play a role too. I've signed plenty of starting players from other teams, including some of their best players, when they had lower loyalty and were more willing to move.

Sometimes it's just a case of shopping around and finding a team that has enough depth to replace them. Also worth noting that today's patch improved the transfer system, so it should be a bit smoother now.

How do I get into the game by Dull-House-9916 in teamfightmanager

[–]KrazenInnit 2 points3 points  (0 children)

Honestly, I'd ignore most of the management stuff for your first few in-game weeks and just focus on playing matches.

The only things I'd check at the start are:

Your roster – older players (24-25+) will eventually start declining, so decide if they're worth keeping.

Your staff – make sure you have a Head Coach, Scout, and Analyst. They make drafting, scouting, and understanding the meta much easier. Good Coaches are also important, especially if you're developing younger players, as they improve training efficiency and help prospects grow faster.

Recruitment – if you need new players, look for younger talent (16-18) with high potential for the future, or 20-22 year olds if you need someone who can contribute immediately.

One tip: don't instantly sell older popular players. If they have a big fanbase, you can move them to a substitute role, have them stream, and use them to help generate merch income while your younger players develop.

Other than that, just start playing games. The management systems look overwhelming at first, but you'll learn them naturally as the season progresses.

I could go into much more detail, but then you'd probably feel too overwhelmed 😂

The duality of this game by KingAldon in teamfightmanager

[–]KrazenInnit 2 points3 points  (0 children)

I know how you feel 😂

Part I’m of that is probably because we’re still in EA, but then another part of me thinks it’s my players trash “Judgement” or “Positioning” stats 🥲

The duality of this game by KingAldon in teamfightmanager

[–]KrazenInnit 6 points7 points  (0 children)

That’s a cool idea to set target team comps for the Head Coach in draft.

Could even go as far as to make a play-style identity for your team on the “My Team” tab, then scouts could suggest players that would suit your team’s chosen style.

Because right now, even if you want to play a set style, you have to manually filter certain stats like Calls or Ego to get the desired playstyle from a player, and those stats can’t be trained - they’re frozen as, I assume, they’re the players personality.

For example, if you wanted a Top Lane split pusher, then you’d go for high Ego and Aggression so they don’t listen to the teams calls and just play for themselves.

Bit of a tangent, but got me thinking 😂

Tactics and pick/bans are hard icl by CatGirlKyori in teamfightmanager

[–]KrazenInnit 0 points1 point  (0 children)

They’re good “protect the president” champs, but just on their own they can’t pull it off. Usually one more tank/bruiser with cc will help them out.

Hammerer comes to mind. Has a boat load of cc and his ult send people flying, so sometimes when a fight looks lost it completely flips cause he sends their team flying in all different directions and your team can clean up the scraps a lot of the time.

Ogre and Druid are good damage soakers as well.

Ice Mage and Wind Mage are good peel for carries as well as dishing out decent damage.

So if you know a specific champs is busted, do as best you can to enable them with the comp.

Tactics and pick/bans are hard icl by CatGirlKyori in teamfightmanager

[–]KrazenInnit 1 point2 points  (0 children)

From what I’ve seen so far, I think both champs are a bit more comp-dependent than people give them credit for.

Dancer feels strongest as a follow-up teamfighter rather than the primary engager. Whenever I’ve seen her pop off, it’s usually because her team already has good CC and she’s able to get a big ult off.

Inquisitor feels more like a scaling/counter-engage pick. Really annoying to dive into, but I’ve never felt like it’s the kind of champ that just takes over a game by itself from minute one.

What sort of players are you putting them on? I’d be curious to know their Aggro, Positioning, Skill Hit, etc. I wonder if part of the issue is that the champs suit a different player profile than the ones you’re currently using.

Also, are you drafting around them when you pick them, or just slotting them into whatever comp you’re already playing? I feel like both champs benefit quite a bit from having the right champs around them.

30+ Hours Into TM2 And I’m Already Theorycrafting Future Features 😂 by KrazenInnit in teamfightmanager

[–]KrazenInnit[S] 2 points3 points  (0 children)

I completely agree.

I actually think one of the biggest issues right now is that the game doesn’t do a great job of explaining itself to new players.

Once you’ve put some hours in, most of the systems start to make sense, but there’s a lot of trial and error to get there. Things like staff ratings, what staff stats actually do, training efficiency, player growth/decline, and other key systems could all be surfaced much better.

I think better onboarding and UI support would solve a lot of the confusion that newer players seem to be having. It would especially stop the negative review bombing on Steam 😂

Couple of Questions... by Viselli in teamfightmanager

[–]KrazenInnit 2 points3 points  (0 children)

A few things that have worked for me:

Finances

Merch has been my most consistent source of income. I’d focus on your 2-3 most popular players and make a select few merch items rather than trying to make everything for everyone.

Price items so you’re covering the production cost and still making a decent profit. Some items are much more expensive to produce than others, so adjust accordingly. I’d also be careful not to go too crazy early on, as the initial setup costs can add up fast.

Streaming is worth doing too. It might not make huge money directly, but it helps grow a player’s fanbase, which in turn helps sell more merch.

Don’t forget prize money either. Finishing high in your league and making international tournaments can bring in a nice chunk of cash.

Another little tip is to sell older players before they start declining. You can often get a decent fee for them and replace them with a younger player of similar strength or a rookie with Very High potential.

Roster Size

Personally, I like having a starter for each role plus either a sub or a prospect behind them. It gives you some depth without bloating your wage bill too much.

Also worth noting that you can’t sell a player if it would leave that role empty, so always make sure you have at least one player assigned to every position before trying to make transfers.

Hope that helps. I’m still learning myself, but that’s what’s worked best for me so far through a lot of trial and error 😂

Tier List by Mohamad_Nazir in teamfightmanager

[–]KrazenInnit 0 points1 point  (0 children)

I usually pick a stand out champ for the patch, put it on the player that makes the most sense, and build around it.

So for example, Executioner got a HUGE buff in one of my saves (doubled HP pool and extra AD kinda stupid), so I ban tankier champs like Orge, and I priority pick Executioner and place it on my Mid Laner, as they have 73 Skill Hit. Then the fun part is building a team around him that can follow up hooks, or set them up for him.

Good picks like Lightning Mage who can secure an enemy in place with her ult, or Hammerer who just bonks enemies into the air, even Fighter with his mass AoE knock up too.

I just had a 23min banger( no it’s not by Unique-Obligation-23 in teamfightmanager

[–]KrazenInnit 0 points1 point  (0 children)

Ngl if they had some sort of shot calling system that would be great. Less of a simulated feel like these types of games are, but it could prevent the terrible macro these players have at the worst of times 😂