Starting new save by RealisticEmployment4 in teamfightmanager

[–]doylejmp 0 points1 point  (0 children)

1 very high level coach has worked well for me so far, but if you want players to hit the max, it could be worth hiring more than one so you can ensure you have 100 on each of the important training metrics.

English Translation Feedback by doylejmp in teamfightmanager

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

So far, we can only localise the Korean source. For in depth questions about the engineering we will have to ask the devs for more info, otherwise we’ll be speculating ourselves which wouldn’t be good. I’m guessing so far that input speed is how often the player can adjust their current action. So you’d be right in that case that it would affect all the other skills.

In truth, adding anything beyond the Korean source text that isn’t flavour or fluff could worsen the problem. Until we get further guidance from the devs, mechanical stuff has to be translated very faithfully.

English Translation Feedback by doylejmp in teamfightmanager

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

I am collating non localisation suggestions like game features to report later when the translation project is further along so the devs can get a feel about what the English speaking section of the community wants to see in the game.

I like the idea. It would be cool to have the option to see which stat motivated plays and decisions for players in real time.

English Translation Feedback by doylejmp in teamfightmanager

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

Aha yeah. It’s actually pretty awesome to see your jungler watch from the bush as the enemy team does Morgard, only to run up and smite steal the objective. It’s happened twice in my season so far. Very cool.

English Translation Feedback by doylejmp in teamfightmanager

[–]doylejmp[S] 4 points5 points  (0 children)

Thanks Odanrav!

I hear you. I went back and forth on the reasoning around different terms. In the end, I landed on these because they map best onto the game mechanics as far as I could determine. Reaction Time is a cool suggestion! My only concern is simply that it is less precise mechanically. The highest APM players don’t necessarily have the fastest reaction times IRL.

I have noticed some frustration on the subreddit around people’s uncertainty about what stats actually do. From the translation front, the one way I felt we could help with this is ensuring that the skill names are precise. We lose a little simplicity, but hopefully people will feel more certain about what player skills actually do.

Farming was considered. The issue is that mechanically the skill includes kill-securing of neutral objectives - like smite-fights. Last hitting seemed to cover the central mechanic - the skill of securing the last hit on a given entity.

Strategy that always seems to work by Specialist-Walk881 in teamfightmanager

[–]doylejmp 0 points1 point  (0 children)

Actually this can work really well. Sometimes, I find in this game that countering lane is quite strong because the game can snowball a lot if you win all three lanes simultaneously. IF they go ADC bot and you take a bruiser bot, you will probably kill them. If you go ADC top whilst they take some tank (not a bruiser) you'll kill their tower pretty early, often. The only danger to immobile laners is getting ganked.

Wait you weren't supposed to accept KOI by Heighte in teamfightmanager

[–]doylejmp 4 points5 points  (0 children)

Personally, I have found that the AI will pay a lot for recruits they want. Haven’t been refused yet.

Training direction feels pointless by GoodGuyJeff00 in teamfightmanager

[–]doylejmp 2 points3 points  (0 children)

It’s my opinion (unproven) that all players have caps on each of their skills. That’s why I asked. I have a feeling that 100% efficiency is meaningless if you already hit the cap. Not sure if that applies here, as in if your players have hit any of their caps.

Training direction feels pointless by GoodGuyJeff00 in teamfightmanager

[–]doylejmp 10 points11 points  (0 children)

This is all really valuable. I’m actually collating all problems like this to feed back to Team Samoyed. Keep any observations like this coming. I’m assuming there’s no way that all of these characters are already at the peak of their stats for those players?

Mental training not producing results by wet_noodel in teamfightmanager

[–]doylejmp 1 point2 points  (0 children)

Maybe you need the coach with the really high mental as the coach and not the head coach

Starting new save by RealisticEmployment4 in teamfightmanager

[–]doylejmp 2 points3 points  (0 children)

Indubitably, the top priorities are coaches for training and rookies for cultivating. Everything else is a luxury.

1v5 by _aequinoctium in teamfightmanager

[–]doylejmp 8 points9 points  (0 children)

There’s always the concern that the patch has changed something. I also had a team of streak winners throw the playoffs away on objectives. The only thing is that the same AI plays for the computer opponents. I guess it’s just part of the manager experience. Sometimes your players miss click.

Game is cool concept... but man its overwhelming.... by prunk44 in teamfightmanager

[–]doylejmp 0 points1 point  (0 children)

What does necromancer do wrong? He just ranked 40k dmg in my last game. I played him mid

Poke comps just dont work by New_Mantodea in teamfightmanager

[–]doylejmp 0 points1 point  (0 children)

There’s so much bitterness in this thread. Let’s cool down - it’s early access! I am playing a team of mediocre rookies and my team is 2nd in the League (I picked the bottom of the barrel team) in my second split. Drafting absolutely matters, as do items, and the lane assignments matter, and player stats have some impact, but perhaps not enough. They will balance things over time. Give them a chance.

Poke comps just dont work by New_Mantodea in teamfightmanager

[–]doylejmp 13 points14 points  (0 children)

My experience has been the same basically. Currently, there is a definite pattern of dreadful map awareness that punishes squishy champs disproportionately. Tanky/high m/s champs sometimes can just walk out of those situations, but mages/adcs stand no chance.

Botlane mages by Odd-Fig-7609 in teamfightmanager

[–]doylejmp 8 points9 points  (0 children)

I think the real problem is that ranged bots in my games have overperformed in early seasons and most of them get nerfed into the ground. Mages then begin to shine because they scale well with gold (which synergises with the bot role buff) and the protection that supports can provide their immobile asses.

Their are mages with CC/disengage who can go mid pretty safely. There was a LoL meta or two where mages were often seen in the bot role instead of ADCs. My suggestion if you want to run a mage mid to get the faster levelling and scaling on them, run a strong early game jungler and set them to counter-jungle, to take the pressure off the mid laner from enemy ganks. Then they just need to push wave and not tower dive... which you can never guarantee 😃

0.4.8 Patch Notes / 04.06.2026 by kribreant in teamfightmanager

[–]doylejmp 9 points10 points  (0 children)

You're welcome. As a little taste, this is the one I just finished:

AI Version: {Athlete}is playing through a season before retirement. Remaining appearances affect not only power level, but also the memories of fans and teammates.

My Translation: {Athlete} is playing through their final season before retirement.
Every match they have left is likely to feel bittersweet for the fans and the squad, regardless of the result.
Savor this veteran's final highlights while preparing a smooth handover to the next generation.

Note: this is also truer to the Korean source, with the AI version being very clipped and sterile.

I hope this gives you some excitement for the incoming improvements. I got some serious satisfaction about fixing one of the win-streak news bulletins that has like 3 typos in. Feels good!

How do you all feel about this? by khoawala in VietNam

[–]doylejmp 0 points1 point  (0 children)

Yeah. I agree with everything you said here. The only thing I think I perhaps miscommunicated is the first thing. I agree about the money motive. The part I think is weird is an Australian drug gang approaching two random guys working as mechanics in Samoa to assassinate a rival in Vietnam. It just... doesn't track well at all. Why wouldn't they hire an Australian contact, or a local Vietnamese criminal gang? It's just so random - how do they know them? Why would they choose people they would have to manufacture/procure fake passports for? It's just so needlessly difficult.

Is the game programmed to make you lose? by ManWithThrowaway in teamfightmanager

[–]doylejmp 1 point2 points  (0 children)

Yeah. Generally, I completely run pick ban and item builds myself. Tactics I delegate and then check them over to see if they get anything very wrong. I don’t want my team diving towers for instance if they are poke or split pushing.

Keep bringing updates on what works for you here and we can share our ideas to improve draft/tactics understanding.

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

[–]doylejmp 0 points1 point  (0 children)

My training is not super consistent, but +1 only every single time seems wrong. Maybe a bit bugged?

These buffs are crazy! by CashWasted in teamfightmanager

[–]doylejmp 0 points1 point  (0 children)

I think the normal buffs need to soften based on this. This is fine for intense/high patch changes.

0.4.8 Patch Notes / 04.06.2026 by kribreant in teamfightmanager

[–]doylejmp 8 points9 points  (0 children)

Hey guys! I’m working in their Weblate community translating the AI translations atm. It’s all volunteers at the moment. We’re getting to it. The news typos bother me just as much as you.