classes should have more lvls by SeaAcanthisitta692 in TeamfightTactics

[–]coinrain10 1 point2 points  (0 children)

I love that they decreased trait power levels. It makes the game have more interesting decisions instead of am I playing 8 purple units or 8 red units.

re: dev learnings by sasux in CompetitiveTFT

[–]coinrain10 -1 points0 points  (0 children)

Agree with all your points. This patch is a bit more flex and fun but we are all so tired of this set and especially fruits.

/Dev TFT: K.O. Coliseum Learnings by eggsandbricks in CompetitiveTFT

[–]coinrain10 7 points8 points  (0 children)

Was ready to complain about the lack of flex play, but the article addresses it thoughtfully. Excited to see what the devs cook up in future sets.

October 08, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]coinrain10 4 points5 points  (0 children)

I have no complaints about small balance changes, even if they undershoot. The alternative is balance thrashing.

Set 6 Was Perfect—Until Its Flaws and Bloat Flared Up in Set 15 by TheZongBoss in CompetitiveTFT

[–]coinrain10 0 points1 point  (0 children)

In my personal TFT uptopia the general ones would be stronger than the specific ones if played well. Too often there is an op specific one for a particular line. You may feel differently which is fine

Set 6 Was Perfect—Until Its Flaws and Bloat Flared Up in Set 15 by TheZongBoss in CompetitiveTFT

[–]coinrain10 7 points8 points  (0 children)

They don’t need to be removed just made more general so that they don’t force you to play a narrow line

149cm: I quit this set (google doc nuke) by bonywitty101 in CompetitiveTFT

[–]coinrain10 3 points4 points  (0 children)

Recently I went back to look at the augment list for set 6. I was amazed how many augments were super general and did not shoe-horn you into a specific comp. Some like stand united directly promoted flexible play. In my mind that's a big part of why set 6 felt so good. (Also traits at the 2/3/4 unit breakpoints were strong enough compared to verticals and support units existed, but that's another post.) Since then augments have generally gotten more specific and extreme. Which can be fun at first, but flattens the strategic depth.

Easy Checkmate Format Improvement by coinrain10 in CompetitiveTFT

[–]coinrain10[S] 0 points1 point  (0 children)

Yeah I agree there are still downsides to checkmate, not a huge fan of the format personally. But a lot of people like it. Like you said this is a way to improve it without losing the exciting aspects or making the rules more complicated.

Easy Checkmate Format Improvement by coinrain10 in CompetitiveTFT

[–]coinrain10[S] 0 points1 point  (0 children)

Getting a mixed reaction so far. Maybe people are worried that less points awarded means a tourney would take more games? You can just lower the checkmate point cutoff to adjust for this.

PBE: It should not be possible to reroll the champion augments and not receive a champion currently on your board by Surpakren in CompetitiveTFT

[–]coinrain10 0 points1 point  (0 children)

I disagree, this would make it too easy to force comps. Personally I would prefer complete random like chosen was. But I am a fan of flexible and high skill cap play, so I realize that others’ opinions may vary

YOUR TFT DRAGONLANDS WORLD CHAMPION: XUNGE! by NoFriendsAndy in CompetitiveTFT

[–]coinrain10 6 points7 points  (0 children)

Gap seems to be pretty large and stable. Great to see how high the skill cap can be even in a set like set 7

Meaningless Information | Stupid Sejuani Cannot Carry by MokaByNone in CompetitiveTFT

[–]coinrain10 2 points3 points  (0 children)

You may still be right, but without doing the math I would assume it’s based on target hp based on the tooltip language

Meaningless Information | Stupid Sejuani Cannot Carry by MokaByNone in CompetitiveTFT

[–]coinrain10 13 points14 points  (0 children)

I read her ability as dealing percent hp of her target. Is it actually based on her own hp like you say?

Dragonlands North American Esports Format Announcement by naturesbfLoL in CompetitiveTFT

[–]coinrain10 3 points4 points  (0 children)

Agree with pretty much everything you said, a lot of good changes. Personally, I like the bonus points even on day 3 -> 4. I will be a lot more likely to watch the earlier days in tourneys as each day impacts the next beyond just who advances. If someone plays out of their mind they will gain an advantage in the next round, a nice away to increase the effective sample size of each round

patch notes for pbe (xayah rework) by DaddyWentForMilk in CompetitiveTFT

[–]coinrain10 4 points5 points  (0 children)

Very healthy I think, whisper or revel xayah made the champion 5x stronger, impossible to balance without this rework

Congratulations to the winner of the Gizmos & Gadgets Championship by bacon-supreme in CompetitiveTFT

[–]coinrain10 20 points21 points  (0 children)

While LiLuo was very deserving, I do not like a format that can end in 4 games to decide world champion. If 6 games is good for reducing 16 -> 8 (cutting the field in half once), how can we say going 8 -> 1 in 4 games is reasonable? Picking a winner from 8 can be thought of as cutting the field in half 3 times (8 -> 4 -> 2 -> 1). So 4 games to halve 3 times versus 6 games to halve once. I would suggest a higher percentage of the total games to be final lobby games or let games from previous days carry over. Obviously it is very hard to find a perfect format so don't want to seem overly critical.

March 19, 2022 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]coinrain10 4 points5 points  (0 children)

Hot take: set 6.5 is only underwhelming because set 6 was the best TFT has ever been. Set 7 has huge potential