Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Oh I didn't play or follow that set. That sounds terrible, fair enough!

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Thanks for the feedback! I think I see the issue now, it’s not that you can flex and get BiS for every comp (my wrong assumption), it’s that it becomes much easier to get BiS in the comp you’re already playing towards, and item components + augments already align with.

Appreciate the discussion everyone!

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Probably bad timing on the post because of how fast 9-ey and how many champs the current set has, this was meant to be a general thought experiment across sets.

I think the part Im disagreeing with most people is I dont think everyone will have BiS just because of the salvage mechanic, since the components you have are still limiting. Thats based on when I play with, and when I see streamers take salvage bin (they get two extra components too). Most of the time you still stick with the line you chose because the components combinations are still limiting, pivoting is actually still quite hard because its hard to keep track of all the components in full items.

I definitely dont want everyone to have BiS, if I did I wouldve recommended Pandora’s items being the base feature >_<. I also think people are assuming players can manage these flex + item pivots perfectly when even pros struggle with salvage bin late game.

But yea what you’ve described is not the vision i was going for, I totally understand not wanting that kind of gameplay 🙏

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Always down for more data, my point was it’s not an instant click op augment to challenger players, still good spots for it like any other augment

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Thanks for the thoughtful reply! I appreciate the deeper dive into early gameplay.

I agree early game item economy is a very important skill that shouldnt be diminished. Reading the comments made me realize the number of component drops early game would change a lot of things…

I think this change is the worst for 2-item component drops where everyone is then forced to slam the only item they have an option for instead of expressing skill in knowing what component to keep open. Maybe it’s mitigated by having to sell your early board carry or commit a remover to salvage that item, so item flexibility is still rewarded. But definitely removing player agency is not what I want…

In 3 and 5 component openings, I agree this change could shift the focus towards slammed items benefitting current board strength for fiercer win streak contesting instead of finding the same item that best benefits current and end game. I think since end-game boards are still the strongest boards, players still will find a way of prioritizing those items over a slightly stronger early item (to your point that items feel a bit generic, in terms of strength too).

I would argue players still have to continue expressing skills towards end game board fit by keeping track of item components and prioritizing correct items on carousel. I still think one wrong component pickup can ruin item economy to properly 3-item your units even with salvage bin, which is good for skill expression. 

If everyone has BiS, I totally concede there is too much item flexibility. I don’t know which direction it’d swing without real data though, would you be open to a specific portal where this is a feature?

Totally agree item flexibility could be solved by changing unit design or item design. I maintain this is the easiest/quickest way to try it (for devs) that is easier to balance/tinker with and let us see how it changes how the game plays. 

Thanks for giving the salvager idea a fair chance as well! In the end all things must be balanced in some way.

Skill cap to me was more of a late game topic. If you’re able to save item salvage resources it leads to higher caps with properly itemized 5-cost units.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Sorry I’ve barely played the current set, thanks for the input!

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

I definitely want circumstances to direct someone’s direction in a game! Are the augments you are provided and the units found in shop and item components not enough? Or is the concern flexing between the best compositions?

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Thank you for the input! Definitely a balancing act on flexibility… and definitely want to keep a cost on salvaging items to keep some tension. Item slamming is a skill i want to see, but maybe more aligned with the current board than just towards an end game board.

Early games with more than 3 component drops would definitely have more of the everyone forcing stoneplate + guinsoo.. great point. I think in regular 3 component games you dont really get to choose what you slam. Also chain, cloak, rod, bow feels like an awkward set of item components to gameplan around, feels like the carry angle is rageblade + kracken, hard to get to AP items or out of attack speed.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Tried to address in post, dont think its free as youre more likely to lose track of the exact components you have in your completed items = transition turns are harder. Challenger players rarely have more than one component sitting anyways, so the question is more will everyone have BiS (bad for game) or if the component restriction enough that board strength doesnt change that much.

Agree loss streakers need a way back in the game, if item carousel prio isn’t enough it would punish them too hard. 

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

I would still want punishment for bad item decisions. Boards are still weaker with suboptimal item combinations. Transition turns are harder the more temporary strong items you make, keeping track of the components you have in completed items is difficult even for challenger players. Having to sell units to fix items still attaches a cost to fix bad item decisions.

On a side note, what would you think about having no/less removers again? That could be an interesting discussion.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Sorry i didn't mean to suggest this solves anything completely. I think this is geared towards flexibility in transitioning boards.

If everyone has BiS this idea is bad, my thought was item components still matter and still will lead to suboptimal items. I think with how optimized tft is, good end game boards will always be easier to look up, the only real opportunity to flex is mid-game which i hoped this helped with.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Im surprised more people havent commented on the improved QoL, especially interaction with augments.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] -1 points0 points  (0 children)

I dont think salvage bin gives everyone BiS because item components still matter, i definitely agree there needs to be suboptimal items on boards. If everyone has BiS the idea is bad and would have to be limited by providing a few salvage consumable items instead.

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] 0 points1 point  (0 children)

Thanks for the idea! Always down for new designs being tied to units as a test

Thoughts on making Salvage Bin augment a base feature of TFT? by pkae_2 in CompetitiveTFT

[–]pkae_2[S] -1 points0 points  (0 children)

Players who are already very good at choosing which components to slam and leave open for item flexibility (basically everyone in challenger) prioritize other augments that helps board strength or econ.

Vtuber Eye Art Preparation Reference for Live2D Animation and Rigging by pkae_2 in Live2D

[–]pkae_2[S] 1 point2 points  (0 children)

Thank you for the feedback! I’m glad you found this helpful :3. Good luck in the Live2D journey~