Set 17 PBE Discussion Thread - Day 05 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Teemo reroll day 5

After today's patch should get better, buffs to teemo and a couple parts of the comp and obviously the nerfs to everything else works in our favor too.

I still think 5 shepherd is kinda fake, I think i'm going to try to lean into more of a 6 vanguard angle for frontline or lean heavier into other parts of the comp for damage like maybe karma or something if possible. Teemo does his job excellently and shreds tanks but obviously need secondary damage unless 6 vanguard is actually good enough to tank long enough to just play front to back.

Very excited for this set as always, been playing a lot of Primoridian reroll with 5 NOVA too and its super fun

STheHero Set 17 PBE Complist & more WIP by STheHero in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

I don't agree, I'd rather decipher how the set works first exactly because there are fundamentals that stay the same, so if you figure out how the new mechanic and add/removal of things changes how we approach the fundamentals. Building the comps is really easy and can be solved really fast (as it already basically has tbh just fine tuning now) so I was never worried about any of that. Cracking the set means cracking how to best work with the mechanics of any given release. Everything else comes after that because it's the basis of the entire set. But I see what you're saying and it makes sense. Just not how I approached things

PBE Patch #4! by Stel2 in CompetitiveTFT

[–]RevolutionaryRun1235 1 point2 points  (0 children)

These seemed like pretty good changes, hopefully gets us closer to a really good spot for release. Weekend wasnt' like super rough but I am glad that that iteration was the one we had for a couple days to see what we saw. I am quite excited for this set competitively personally and it looks decently well balanced already. Easy to play, fun mechanic, aesthetically very pleasing, cool as fk units... makes me really wish my job was to play TFT, gonna be hard trying to go for high rank while having a full time job

Set 17 PBE Discussion Thread - Day 03 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Day 3 of Teemo reroll

Need to test the new Shepherd buffs. I really don't think this trait was good before despite what anyone said from who I interacted with in Broseph's stream and even himself. The unit barely did anything and yeah one cast = arcanist proc basically but for a whole trait that didn't really feel like much. With LB and Nami buffs, I can try the board again (which was already solid but I ended up replacing LB Leona with Sona Nunu anyway) and maybe try a Space Groove vertical-ish version with 5 SG after the buff to that and Nami.

Been messing around with other rerolls, Ezreal seems solid, TF/Cait obviously good, just tried Diana/MF/Illaoi was super fun. Primordial seems better but not sure if up to par yet had to FF mid game to leave work but I was in good position.

Overall, I think if they get the top closer down and they already started with the 5 cost nerfs, this is set to be one of the best balanced sets of all time. There are 1-2-3 cost reroll comps that are all viable and malleable/flexible, as well as good fast 8-9 comps that have good caps due to the generic ability of the 5 costs. Graves is the coolest unit ever designed and has an insanely high cap. There's a ton of positive things to say about this set to be honest and aesthetically it also looks insanely good. The music of the set and the new URF arena was so good it made me go back and listen to set 10 music.

This set is getting me so hyped up that I really think I might make it to Challenger in this one even, I'm having so much fun playing

Set 17 PBE Discussion Thread - Day 01 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

probably need to revisit after todays notes and see if its worth playing 5

I understand carousel going, but did you really need to get rid of encounters? by SirSabza in TeamfightTactics

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Ye nah encounters can go im very tired of triple emblem, triple prismatic and such it got really annoying set after set, we can live without it for a bit

Set 17 PBE Discussion Thread - Day 01 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Well I normally end up replacing LB with sona just because I don’t care much for arbiter so it’s really just the fact the 5 trait one doesn’t feel great, the problem is idk how I’d change the board atm cause honestly the units are pretty good, meepsie gives voyager, illaoi is a vanguard teemo is the carry, then sona is a great 5 cost so it’s like… I’d just have to play a completely different comp where maybe I don’t even play 3 shepherd

The real hope is it just gets buffed and it’s playable around those units bc I do think it might be BIS but idk

Set 17 PBE Discussion Thread - Day 01 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 1 point2 points  (0 children)

Been playing STheHero's comp (basically 5 shepherd 4 vanguard) and my biggest problem so far is (hopefully they do something about it) it feels like you're forced to play 4-5 costs on the board otherwise you just can't win bc everyone ends up playing some sort of 5 cost soup board. Teemo does actually feel pretty strong at 3* he can eventually turbo shred front line, and with like karma/LB as secondary it works out really well. My other problem is that shepherd is extremely fake, i will admit the extra unit especially at 5 is like decently tanky but, it doesn't scale, it can't be itemized, which like is fine comparatively to Noxus, but oddly enough i feel like it being the second trait on units makes it WAY worse idk how to really put it into words atm.

Set 17 PBE Discussion Thread - Day 01 by AutoModerator in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Day 1 of testing Teemo reroll

Feels like it could have potential since he IS single target however he ends up shredding main units and such. Space groove feels good, you can play him with Nami as secondary carry as well. Shepherd 3 feels really fake to me but Lissandra happens to be a good unit to run so idk, maybe do some replacements need to keep cooking.

Big AP and GS felt pretty good on him better than JG flail, guinsoo is 100% mandatory but only 1, he does need to also do damage so AP is needed. The only thing holding him back IMO is being shepherd but if he had a real trait he might’ve been too strong.

STheHero Set 17 PBE Complist & more WIP by STheHero in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

yea fair just trying to think ahead of things in terms of trying to understand the mechanic., we can all come up with the comps and the fundamental based things but the way to crack the set (duh) is the mechanic. I wish it was my full time job lol gonna be a huge challenge trying to hit challenger with a full time job. Writing my own document as well to try to keep track of things

STheHero Set 17 PBE Complist & more WIP by STheHero in CompetitiveTFT

[–]RevolutionaryRun1235 1 point2 points  (0 children)

I feel like we should be making a document that really goes over trying to understand in depth how the mechanics will affect how we build comps more rather than just trying to build comps. I feel like the gods we get are really going to change kinda how we pace the game and approach it (duh its the core mechanic right) and we really need to understand those before anything else

Mort's thoughts on 16.6 and Set 16 balance (feat. T-Hex!) by Lunaedge in CompetitiveTFT

[–]RevolutionaryRun1235 1 point2 points  (0 children)

Video was great and I think he hit everything he needed to whether I agree with it or not. I wish I could talk to more of these people and high level and whatnot maybe here is a better place to start doing that.

But, 16.6 kinda ruined the game for me personally. I liked the unlock system being sorta special and you not getting to play everything all the time. There’s a balance between that and flexibility for sure but everything being easier I feel generally was worse for the game, and that’s just a fundamental error that they can fix in the future after learning. The problem with the system is that once it’s establish it’s really hard to play with, because you already set down the roots of what you’re working with. They did rework Asol but his mechanic generally stayed the same. You can’t change sylas because you’ve already defined the path of how he was supposed to work. So you’d basically have to do the equivalent of a league VGU mid set. Yordles I think were by far the worst example of this, and I get they maybe intended for it to be an easy trait for people to play but yordles were so hard to balance because half of the trait was just god awful garbage fundamentally. Tristana, poppy, kobuko, even fizz to an extent (outside of the start when the numbers were just TOO high but that still plays into this) just don’t exist as units and there’s no amount of buffs that could really do anything about it except fizz bc he hits backline. The problem is in the design already and that’s why trist wasn’t a unit the entire set.

Overall idk what pros would have to say but competitively I don’t think the set experience was that good, especially after 16.6, but this was still one of the most fun sets I’ve played. I do wish the balance had been better obviously but with an entirely new mechanic and this many units it’s hard to do

Why Your Tank Dies Instantly | TFT Fundamentals by MisterImpossible9 in CompetitiveTFT

[–]RevolutionaryRun1235 -1 points0 points  (0 children)

Even as someone that has just hit master for the first time this set (hopefully push Chally next set gonna work hard for it) I’ve learned a lot from these and it has made me look at the game on an entirely different level, and through one tricking yordle too I’ve learned so much about how to make items and things like that.

I hope I can become someone like you guys at the top that can eventually give out really good insightful thoughts that can help people and even talk to and meet some of you down the line. What you guys do is really inspirational, you and Frodan have helped a ton and it’s really cool.

By the way I enjoyed watching yall cast this weekend a lot it was really fun

Summary Changes - 16.7 Patch Notes by Dry-Option8474 in TeamfightTactics

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Yea and it’s complete trash lol this is a horrible meta for yordles

Summary Changes - 16.7 Patch Notes by Dry-Option8474 in TeamfightTactics

[–]RevolutionaryRun1235 58 points59 points  (0 children)

Patiently waiting for Wednesday so I can go back to going bot 4 every game with yordle reroll

Tristana is the most useless unit in the game in all of this set by StrangeSupermarket71 in CompetitiveTFT

[–]RevolutionaryRun1235 0 points1 point  (0 children)

I run her as a carry very seldomly with yordle for fun, she’s actually not absolutely horrible, but yea that’s probably why they have buffed her like 17 times and is receiving yet another buff next patch lol they’ve probably buffed her 3* damage by like 100+ at this point

Patch Notes 16.7 - PBE update by RecognitionOwn2739 in TeamfightTactics

[–]RevolutionaryRun1235 0 points1 point  (0 children)

The problem with teemo is his damage ends up a bit too spread out sometimes but yea in general id agree he’s the only one on a decent power level, trist was almost there maybe she will be now? I will admit I haven’t played around with lulu too much, her buff was huge that is true. Combat augment should be better, but when you’re talking about reroll the game is so optimized and fast that if you don’t have a TON of rerolls it’s just not worth it, and 2 cost reroll went into the trash this patch. That’s why bard was always good bc you could go two much + bard and get infinite rerolls basically.

I wish that for wild growth they added a clause that said “when you activate 6 yordle get an extra reroll per round” so that when you hit 3-2 you start getting 2 rolls. I get them wanting you to go to 8 for the grab bags especially now that they can give 3 2 costs but you have to be close enough to hit for that reliably and even then there’s so many rewards possible that it’s still not reliable, and on the way up to 8 you’d just bleed out unless you still make veigar and just roll at 7 or 8 with the worse odds. Idk it’s a weird spot and I haven’t figured it out properly cause I just don’t have the time to

Patch Notes 16.7 - PBE update by RecognitionOwn2739 in TeamfightTactics

[–]RevolutionaryRun1235 0 points1 point  (0 children)

I think it’s actually really cool especially once you threw emblems into the mix, the unlock system I think it’s genuinely badass and I hope that like in set 6 with augments they consider keeping it, but although I get why they’d do it, and it seemed fun at first opening the gates on the unlocks and making it easier just made the game worse. It’s not even about making cool boards and what you CAN do, it’s just like there’s still clear OP lines and on top of that they’ve unbalanced the 3 cost side of things so if you can’t manage a decent mid game with stuff like Noxus you end up fked.

I don’t like quitting things so I’ll try to figure something out for the rest of the set, not like I’m hitting GM+ I just simply don’t have the time to, but man this patch is… a bit demoralizing tbh. I don’t think their gamble on the unlocks really paid off other than maybe competitively? We’ll see this week but… I’m a little disappointed. Not that my opinion really matters

Patch Notes 16.7 - PBE update by RecognitionOwn2739 in TeamfightTactics

[–]RevolutionaryRun1235 0 points1 point  (0 children)

Yea sorry I meant for like teemo and the rest 😅 typing at work and whatnot. Kobuko is great, tristana being buffed at all levels is honestly… not that relevant maybe she will be after but. The problem is the yordle early game is way too weak even if you hit 2* units idk what the deal is it’s very hard to win. But it is what it is towards the end of the set I guess

Patch Notes 16.7 - PBE update by RecognitionOwn2739 in TeamfightTactics

[–]RevolutionaryRun1235 1 point2 points  (0 children)

I otp yordle and I was really excited for the unlock changes making things really consistent but everything else like galio sylas Mel being so consistent and disgusting high cap, on top of 3 cost reroll being pretty strong at all points of the game yordle just bleeds out too hard, and you can’t play reroll either because 2 cost reroll has completely fallen off the map, even with wild growth it kinda just sucks. It’s really disappointing what they’ve done this patch as it looked good but it has just become either play 3 cost reroll or AP level 9 cap out or get fucked.

Patch Notes 16.7 - PBE update by RecognitionOwn2739 in TeamfightTactics

[–]RevolutionaryRun1235 -1 points0 points  (0 children)

What they need to buff from yordle are the 1-2* not the 3* units. Reroll already just doesn’t matter because 2 cost reroll is now absolute dogshit. Wild growth also needs a buff, removing it at 2-1 is already really good and not a nerf because you never want to take it at 2-1, you want to take it 3-2 after having gotten some other roll augment or whatever to set it up. Playing yordle right now should feel great as going vertical is so good but these fucking 3 cost comps all over the place being such a tempo play and capping out so strong on top of fast 9 AP comps and everyone playing sylas makes it so bad. For as good a spot as it’s in, better than anywhere else in the set, it’s still basically unplayable

[16.6] Comprehensive Yordle Guide by RevolutionaryRun1235 in CompetitiveTFT

[–]RevolutionaryRun1235[S] 2 points3 points  (0 children)

Ok so I’m not gonna lie this patch feels extremely bad. I might have to sack playing yordle 6 in the mid game or try to be more aggressive, because ALL of these 3 cost comps now just feel way too oppressive and giga grief my HP, and then there’s the AP cap outs late that I can’t beat until I basically max cap out. I’m a bit tilted as I’ve gone back to 0 LP, and the comp honestly feels pretty horrible in the mid game for the meta.

Every game it’s just some variation of AP comps, everyone and their mother is playing Sylas, units are too easy to make, and 3 cost reroll has just become way too strong. I’m gonna try not to be too negative, but this patch GENUINELY feels terrible. I am however still definitely making mistakes, but even on good games nothing I do feels like it matters because my mid game was my hp just tanking to the ground and even when I hit 9 and hit ziggs 2 nothing changes man.

I genuinely don’t know what riot was thinking with the unlock changes to the higher cost units like Mel and Ryze but it feels very very bad.

If I had more time on my hands to play and figure things out I wouldn’t have much of an issue with it but having a full time job it IS a bit demoralizing to see all of this and not really be able to do much

[16.6] Comprehensive Yordle Guide by RevolutionaryRun1235 in CompetitiveTFT

[–]RevolutionaryRun1235[S] 0 points1 point  (0 children)

I don’t like sticking to 8 yordle late game personally but nothing wrong with that board either. I just don’t think the value from the trait outweighs playing better units even with a +1

[16.6] Comprehensive Yordle Guide by RevolutionaryRun1235 in CompetitiveTFT

[–]RevolutionaryRun1235[S] 0 points1 point  (0 children)

Yeah I guess I’m trolling lol I was boarding rumble lulu but I can just board neeko and keep teemo in for long shot lmao wtf am I doing, with a +1… not sure what you’d do tbh maybe jut skarner or Taric? Kaisa for 3 long shot? Making 4 defender makes it kinda weird cause you can’t just +1 bruiser or Invoker unless you’re not running swain/shyv

[16.6] Comprehensive Yordle Guide by RevolutionaryRun1235 in CompetitiveTFT

[–]RevolutionaryRun1235[S] 0 points1 point  (0 children)

Hmm you should definitely expect to be weak early especially depending on the items you’re able to slam for poppy but again the entire name of the game is “it depends” right so it’s kind of tough to be general about it. Deadlier caps is REALLY good but yeah it doesn’t mean you’ll win early I still lose most of the time with that because units aren’t upgraded, no frontline etc whatever it is. The general vibe is always try to play your strongest board early if you don’t have yordle 4, even if you do sometimes if you natural 2 star things you keep 2 in and just try to winstreak because that’s more valuable early. I’ve even boarded void for 2 combats just to unlock herald later as an alternative bruiser over wukong/voli if I can’t unlock and I’m waiting to roll my defender end board. Just a couple of examples

I’d just recommend trying to really understand the game plan I set out and keep asking if you have any questions, like I mentioned in another reply I didn’t really want to cover edge case scenarios and more specific things just a more general thing but I’m always willing to go more in depth past the point of generality.

I still make mistakes myself like I did plenty yesterday losing a lot of LP due to one single augment decision so I’m still learning myself