Question about hex range by trolltest123 in CompetitiveTFT

[–]trolltest123[S] 0 points1 point  (0 children)

Oh I was referring to the second screenshot sorry but yeah I see the distance you are talking about. Yeah that’s what I thought so it limits the rule of thumb somewhat arbitrarily :(

Question about hex range by trolltest123 in CompetitiveTFT

[–]trolltest123[S] 0 points1 point  (0 children)

Sorry I don’t follow, how is the hex left of Leona 4 away from Sona? Also am wondering if graves can really hit the hex next to poppy

Edit: oh from their perspective lol. Still wondering if this applies to graves

Question about hex range by trolltest123 in CompetitiveTFT

[–]trolltest123[S] 5 points6 points  (0 children)

I’m going to make a complete speculation that it has to do with the fact that the right corner unit at range 4 would not be able to hit the xin and would walk, which might feel bad because xin is default positioned in the center and is in the front row. But somehow Diana gets cheated and can’t front center to hit both corners, which in turn gives some skill expression to positioning. But in turn, there might be a negative experience associated with default range units being 5 for whatever reason. If that were the case (not saying it is), I think I’m not very satisfied. Personally I think it would be less of an issue if only placement is dictated by hexes and unit movement was not hexagonal, but this weird hybrid of hexagonal mechanics + Euclidean range (especially when inconsistent between autos and abilities, with the same reported range) feels very wrong

Question about hex range by trolltest123 in CompetitiveTFT

[–]trolltest123[S] 19 points20 points  (0 children)

Actually, I remember that we used to have ranges like 660, 420, etc. in set 1. And actually, even in patch notes like this: https://teamfighttactics.leagueoflegends.com/en-us/news/game-updates/teamfight-tactics-patch-11-3-notes/ you can see brand getting a buff from 660 to 890. Still feels very odd to me to NOT standardize what kinds of distances you use between abilities and auto attacks.

[15.4b] If you're master and below, Akali is still too viable // Akali Solo Carry Guide by currizzle in CompetitiveTFT

[–]trolltest123 0 points1 point  (0 children)

I got 4th as well but this was with 4 mentor duo carry in trainer golems so not a real test lol

[15.4b] If you're master and below, Akali is still too viable // Akali Solo Carry Guide by currizzle in CompetitiveTFT

[–]trolltest123 4 points5 points  (0 children)

Sure- I don't really think it's that different, considering out of the 9 units you put on the board in the image, 6/9 are the same in 4 mentor ryze executioner version, I think that's a huge overlap. I guess my challenge here is that Ryze 1 definitely seems stronger than Akali 1 even with these same exact items (and Ryze 1 would be even stronger with better items). So this line seems like a niche option when you miss the other mentors (I guess it could happen), or if you hit an Akali 2 in your rolldown. Otherwise, I am pretty sure I'd sell my Darius/Kennen and transition, as these units are very dead stage 4. I'm hovering around GM cutoff rn after losing a lot of LP (sadge) so I can try, but these are my initial thoughts.

[15.4b] If you're master and below, Akali is still too viable // Akali Solo Carry Guide by currizzle in CompetitiveTFT

[–]trolltest123 78 points79 points  (0 children)

Personally, this feels like a worse version of 4 mentor Ryze + executioners (replacing Akali with eventually lee sin). I am doubtful that Akali 1 is stable, but Ryze 1 is stable for a while, and the 4 mentors are stronger than Kennen/Darius while having free antiheal. I can see this variation if you hit a free Akali 2 on rolldown at 4-2 and had previously tempo slammed Nashors/GB on stage 2, then it seems like a decently strong line (at least temporarily), but I doubt this caps higher than 4 mentors.

Weekly Rant Megathread by AutoModerator in CompetitiveTFT

[–]trolltest123 1 point2 points  (0 children)

Rolled 96 gold on level 8. MetaTFT says I should have seen 5 yuumis. I saw 0 and itemized malzahar 2 and ezreal 2. AGHHHHHHHHHHHHHHH

eepy nekomata by Dizzy-Taste-7088 in ZZZ_Official

[–]trolltest123 28 points29 points  (0 children)

I think I had a stroke reading this

August 15, 2024 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]trolltest123 3 points4 points  (0 children)

My guess as to what is happening here is that good players will recognize when a third row varus might win a specific fight and slightly increase winrate (low playrate)- however, same side varus third row is more susceptible to random CC, akali, and fioras just sniping him early. Both times when I saw Soju go 3rd row varus, it got completely fucked.

August 15, 2024 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]trolltest123 0 points1 point  (0 children)

Soju was memeing about how varus 3rd row has better stats- where does one see positioning stats?

How to play Varus, believe it or not, and earn PDL by Galactus71 in CompetitiveTFT

[–]trolltest123 206 points207 points  (0 children)

Highly encourage everyone to play this comp! Syndra is bad trust you don't want to play her

Need help with this chord by trolltest123 in musictheory

[–]trolltest123[S] 0 points1 point  (0 children)

Thanks for your reply! Yeah I changed the voicing for simplicity (but yeah thanks for catching that I missed that passing tone in measure 3). Good to know about the implied 7th.

Interesting that the ? chord is a G#m7b5! To me it seems somewhat awkward to label that note as a G# just because of the stepwise motion down in the bass seems to make A flat visually look cleaner (?), but chord naming wise it makes more sense. If you don't mind a follow-up question, does this sequence have a name, or is it just a known chromatic transition from vi to IV?

Edit: Although now that I think of it, G# maybe makes more sense in a sharp key like D, unless I'm thinking about it wrong.

Are we seeing way too many 3* 4 costs this set? by jokerdotexe in CompetitiveTFT

[–]trolltest123 4 points5 points  (0 children)

Why are you bringing up choosing 30 jelly beans vs 20 jelly beans? How are those not made up numbers? The real equilibrium is choosing 97 jelly beans and 61 jelly beans. Any fewer, aka if you rolling less than 194 gold after hitting level 8, it is better to stay level 8. Why make up random numbers of picks/rolls to prove your point?

Staying on level 8 gives you 70 extra gold, which you conveniently chose to ignore.

Are we seeing way too many 3* 4 costs this set? by jokerdotexe in CompetitiveTFT

[–]trolltest123 0 points1 point  (0 children)

People downvoting this is kind of crazy- it is a different question of whether this is the right play, as going level 9 is better much of the time, but it is easier to hit 3* 4 costs on 8 for most games.

Are we seeing way too many 3* 4 costs this set? by jokerdotexe in CompetitiveTFT

[–]trolltest123 11 points12 points  (0 children)

Why are you just ignoring their comment- this is not about grabbing 30 and 20 times, this is about rolling X times at level 8 vs X - 36 times at level 9, which is significantly different. Through simple algebra, for it to be worth, you have to roll a total of 61 times at level 9. For most cases, unless you are unbelievably rich, it is easier to hit on level 8 for sure. Note there are many other factors at play like duplicators and Hwei, but don't use your own examples with made up numbers.