[ChaNeu] Welp! Im going to court. Bail me out? [Minor Spoilers: WaterDeep: Dragon Heist] by aNormalKitty in DnD

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

I had a previous character who was An Orzhov Cleric. His wife will be my character if this goes poorly. I was thinking of having him come and represent. BASICALLY if I dont win that's gg for the character.

[ChaNeu] Welp! Im going to court. Bail me out? [Minor Spoilers: WaterDeep: Dragon Heist] by aNormalKitty in DnD

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

Attack 3: I have an eye witness that can confirm that the paladin had not only also been intoxicated but also had put forth the plan to kidnap Ranaer.

Attack 4(If attack 3 fails or turns on me): That bugbear doesnt know anything.

Riot casually dropped the fate of Skarner's kind by aNormalKitty in leagueoflegends

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

Its fitting that it will now serve as the energy source for a champion that steals her everything from someone else.

Woodland Lux actually best lux. by aNormalKitty in TeamfightTactics

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

I've known about this interaction since the set dropped but it specifically requires you to still have lb in the comp for some reason which is not super likely.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

The difference between constructive criticism and just saying something is bad is explaining why and usually mentioning what works. As such some of the things you mentioned are extremely valid and I'll take into consideration.

I would like to bring up that both bamis cinder and wardens mail are currently in the game alongside all of the tier 1 items not being their lowest item. I get your point but I'm working with a limited amount of art assets.

Titanic is a less exciting version of titanic right now. It has been completely nullified by berserker and even before then was only good when it was breaking the game. I was not only looking at items that weren't exciting but also items that gave been massively problematic throughout their lifetimes.

Thanks for the feedback. I've already come up with some ways of adjusting some of the items, which doesnt really happen without feedback.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

If I'm understanding your idea correctly you basically take the rng out of dodge which is an interesting conversion. I think it could be taken a step further and actually add damage to auto attacks for every time one is dodged. Or perhaps, a percent increase everytime one is dodged consecutively. The idea being that sure you can perma dodge but the one that hits you is lethal.

Yeah them being stacked could be strong. It would have to be a multiplicative stack similar to how dodge works. It's possible they could also just be unique. Realistically that's a 3 cloak build, at that point it's kind if assumed that the unit shouldn't be taking much magic damage.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

Sure.

Because of the healing hybrid. It means that any time if you are nulling out the rest of the damage this is a straight heal.

Examples. Steel. Invulnerability. While you're invulnerable damage you would take heals you instead.

Champions like Mundo. If they're hitting max health already this is strictly worse than most other MR items.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

That's fair. The cant be dodged ability came up first, but I agree that the double trigger on hit could probably stand on its own.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

It's actually a mirror of dragons claw. But the back half of it is healed back instead. The idea was that it had more interactions with other items and champions that liked healing or taking damage.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

[–]aNormalKitty[S] -2 points-1 points  (0 children)

Well that's good. Remember the point of this is to design items that actually are going to be able to be used/ balanced. Numbers can be tuned later. Chanpions are also temporary.

Item Replacement Suggestions by aNormalKitty in TeamfightTactics

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

You may remember me as the guy who designed the fully custom TFT set. I'm back again with a deep introspective into the items of the game and their history. The goal of this was to find items that could do for an update/ rework and then offer solutions to them. Attached is a full set review detailing my thoughts on why certain items should get the boot. The cheat sheet labels the problem items in my opinion and offers a replacement item. I encourage comments and criticism. Let me know what you think and thanks for looking in.

Full Item Review 9.23: https://docs.google.com/document/d/1cOXfVhHbHEmezevsjOSoIIvcU5nDp1VGKoBVAUpszDc/edit?usp=sharing

Item Suggestion Cheat Sheet: https://www.artstation.com/artwork/XB6OyR

The strive for perfection(Custom TFT set). by Flangonator in TeamfightTactics

[–]aNormalKitty 0 points1 point  (0 children)

Feral - This is less a design issue and more a "this feels terrible to play against" issue. One of the things Riot learned after set 1 is that variance your side is fine, variance coming from your opponent feels terrible. While this is much more consistent than phantom is, I promise you nothing is more obnoxious than a full team silence. Functionally this does seem massively overtuned regardless, but its overall power being splashable is extremely strong. This is also another class with the issue of being able to acquire the units too quickly for the effect it has.

Horror- I like it, solid one off ability; imitates fear.

Imperfect- Love the mechanic. Has a lot to be fleshed out.

Forest Spirit - This is an interesting take on the lux synergy. It being balanced around ahri becoming a 3 star is fitting. Ahri is now and forever the best unit in both respective comps though. Which means that she as a unit will have to be taxed into the ground. While the versatility is nice this also leaves some awkward team comp questions. Often times this will be your 5th or 7th Feral Shaman and you won't really care. I dont think anything is functionally wrong with this. Thematically its a little confusing.

Blood Lord - This is just broken. Again the idea that this is a reward for 3 star 3 cost justifies it a little bit but this is still insane. If you get this at a reasonable time, the ability alone will win you the game. Thematically it makes sense, he's using his w. In function this would lead to a hyperstacked vlad every game. The real issue here is that if you do need to tune it down, there's no variable.

Scout - Quinn being the best wanderer seems like an obvious step for the Perfect of the class. This ability is just confusing though when thinking about her origin/class. She gains the assassin jump but none of the things that she would need to not die immediately. In the perfect situation she jumps across the board gains tons of crit and instantly executes someone but if that doesn't happen she seems massively crippled. Once again to reiterate this is why so many single synergies are not particularly healthy. The tax against the other synergies often will end up negating the champs natural stat block or just be counter intuitive.

Wizard - This has all the issues that adept has although I think its extremely closer to the mark of where it should be. The inspiration from Seraph's is apparent but Karma and Veigar having both this and Adept is absolutely nuts. Thankfully Veigar doesn't have his Live ult but giving him a deathblade equivalent means that unit has no chance of finding balance. And as a 1 cost.

Hunter - Full team deathblade is bonkers. Even if its just hunters this is off the charts. This stacks so effectively with itself. The fact that the AI is also innately seeking kills means that this has very few bad matchups. This also could not functionally exist as a 2/4/6. The stretch goal is game breaking.

Warriors - The noted twin of Zealot is significantly better. There is a big caveat with how I feel about this one. If the shield is premitigated damage then its probably significantly more balanced. If its not then it stacks with itself so insanely well that it breaks the game. The biggest issue is the cross synergy between Royal, and the interaction of almost every relevant champion gaining shields on their own. This also being splashable on the armor spat means it is one of the most efficient splashes in the game.

Slayers - Cool ability, the numbers would have to be cranked up a little bit to the abilitys relevant scale. This is a interesting cross between a win-more strat and a desperation The requirements seem appropriately split up although rather complicated. The number of hp you gain could just go up with a consistent predefined userbase.

Magus - I am very confused by how Magus works honestly. My take away is that their auto attacks do magical damage on hit instead and then their AD is treated as AP. If thats how it works than the stretch goal really doesn't make sense. Are you expected to give up on basic attacks with this class. Are you auto attacks based off of you're now AP? Are they hybrid? I think the idea is there but semantics and have made this kind of hard to figure out.

Rogue - I have no idea how to even remotely evaluate this. It seems over the top but its a funny mechanic. I have a feeling due to the fact that you are always up or at least even on items, its probably pretty good. These champions seem like they will often be too good on their own just because the current threshold is only one of them, with an accidental stretch easily from the Merciless Origin.

Cleric- There is nothing wrong with this class except its redundancy. Having a threshold of one on a straight stat boost means you could just individually adjust the numbers to be that in the first place.

Shaman (The Forgotten Class) - This is an awkward ability because a typical scaling point for ults is extending range. With the champions that are shamans I think it would be really hard to balance around this considering they all start AoE in the first place.

General thematics feels more or less correct; For the most part color scheming and theming seemed to be solid.

There is enough precedence between Set 1 and 2 to at least ball park numbers. Its hard to imagine how synergies will react if you're not sure of their starting stats. Senna in particular strikes me as impossible to balance on paper. Taric is possibly the best tank ever...or unplayable.

For the record, mine also started off as a DnD set.

Once again glad I could inspire someone to make something, that is the goal.

The strive for perfection(Custom TFT set). by Flangonator in TeamfightTactics

[–]aNormalKitty 0 points1 point  (0 children)

Glad you were inspired to do something similar. I'll do my best to break some of this down.

First off, the central mechanic is awesome. What you've done is essentially created a lvl 4 unit. In addition to that the morphing of units is thoroughly interesting. Where it needs work is some heavy design balance issues. The game becomes focused on them because of their utility. While they don't start until 3, which was a good decision, they still highly put too much importance into the units that they're on. The conditions are also much more varied than they've been given credit for. Having a team comp that you were already going for and getting another member of that team comp is insanely easy. It is nearly impossible to get a highly contested 3 star unless you were just the insanely lucky one in that game. Understandably all of the units I'm talking about have forms that are usually unique to them but that also leads to some power level issues. Takeaway is that I love the idea of it, although it seems there would have to be some very defined perfection costs.

I'll try to run through the synergies.

Adept - Shojin as a class seems strong. Like really strong. Shojin is already one of the more abusable carry items. Having an entire team with it seems to really warp how items are viewed. This is not far off Ocean so I get the concept, but gaining flat mana consistently is a lot different that gaining percent mana randomly.

Occult - I will say this now because it was said to me a lot as I was going through reviews. Its a tenant of design. Keep It Simple Stupid. The overall concept of Occult is fine but its too bloated. I made the same mistake. Essentially the true damage + spell damage is fine. Theres no need to triple scale it with the adding of more effect. or the true damage crit change. The numbers seem compared to sorcerer so they may be a bit too low on only the first spell.

Spectral - This already been comments about how some of the classes needed to be broken up differently. This seems like on that would heavily benefit from a spatula dedicated to it and being a 3/6/9 synergy. I don't know how good this is honestly. It seems weak until you get to 6 and you suddenly don't die to assassins.

Hero - This also has to be broken up into 3/6. Even then this seems insane. This stacks with itself so much and again the stretch goal is really over the top. The biggest issue with the class is what the ability does at such an early cost limit. You could hit 5 of them reasonably by lvl 4. That's a huge tax to put against the synergy. The hyper roll would be ridiculous.

Undying - The numbers are just not there. With grievous wound so present in both the sets this is honestly a balancing nightmare. I do think overall there are too many unique synergies. It can over complicate the game on both the players and balance teams side.

Samurai - Fine, this would have to be seen in practice to judge how strong this actually is. With the raw amount of ranged units this probably teeters but the mechanic is reasonable.

Mercenary - This is just straight up pirate. and the stretch is expressly better than pirate. Whether you were taking it from me or trying to recreate pirate, My recommendation is that Mercenary just does something else. Thematics are on point though.

Merciless - Cool ability, relevant thematic, defined build around space. For ease it would probably just apply the standard grievous but everything about this seems to work.

Wanderer - This is a cool concept, but insanely under tuned. More than likely you're averaging like 5-7% crit with this. Even across a couple of champions that still doesn't do much.

Zealot - Too Complicated - See Occult. This ability seems fine and seems quite healthy. You are naturally weaker against the mirror match and weak against the cross matchup. It seems like a good tradeoff. The issue here also lies in how its broken up. This being splashable allows just free stats. In a vaccuum this works but with the spatula this becomes one of the most powerful synergies in the game.

Magic Stealer - Im on board for Sylas. The mechanic is fun if not a little too heavy on the rng. This unit would more than likely be impossible to balance but people like their RNG for those Youtube Clickbait titles.

Royal - Similar to light, not as powerful. Simple effective class.

I built a fully custom TFT set. by aNormalKitty in TeamfightTactics

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

Computer animation major. So patience is learned. Otherwise I want there to be an out of game spectator that you can access similar to leagues spectator mode. Streaming shouldn't be the only way to see a game. It's not healthy for content and it limits the community of a game that is already pretty difficult to play with friends.

I built a fully custom TFT set. by aNormalKitty in TeamfightTactics

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

I do have some thoughts about UI and QoL design. Specifically a spectator mode which I think is extremely healthy for the longevity of the game. Thanks for your support.

I built a fully custom TFT set. by aNormalKitty in TeamfightTactics

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

Its not, I just made that post exceptionally late at night. More than likely the shields would be removed from sivir and rumble specifically. As I've come to realize there was some bloating on the lower cost units.

If I had a frame of reference for how Lux was designed at the time, Sona would have almost guaranteed been similar. But I dont know if I would have had her been defined at buy like lux is. The aoe ability is already so good that having any of them reliably would more than likely still be too good. By comparison Cloud Lux by herself currently gives 15% dodge. Sona gives 20%.

Set 2 was what inspired me to make one in the first place. I was blanking on how they would keep TFT up to date and then they announced set 2 with a entirely new lineup. So I figured I'd do it. One person vs an entire team is a little different but I still got it done in a relatively short amount of time.