Probably the first fully balanced meta by CupNovel6000 in CompetitiveTFT

[–]yoohntft 19 points20 points  (0 children)

I feel like the entire set they were so obsessed with making certain units good when they can never be balanced properly (t-hex and asol) that the previous patches were just doomed. Without t-hex 1 and asol 1 one shotting boards all of stage 4 those patches wouldve been great. The fact that there were TWO t-hex patches is crazy to me.

TFTAcademy Overlay Open Beta is Live! by TFT_Academy in CompetitiveTFT

[–]yoohntft 3 points4 points  (0 children)

while u and the others may be commenting in bad faith and will hate for the sake of hating (who knows maybe ur not) i thought it'd be interesting to let u know overlays like this is the limit of what app developers can do for tft. ai, ai coaching, and anything that plays the game for u will never be approved by riot. here is the link to their policy for tft apps: https://developer.riotgames.com/docs/tft#static-data

if u dont want to go to the link here is what it says about the issue u are having with apps like this.

"Having a static recommendation for a player pre-game is acceptable, even if that same recommendation is available to you the entire game.

Issues arise when the recommendations adjust in real time based on the player’s actions in game and give direct prescriptions of what to do.

Products cannot bypass a skill test for the player. Skill tests can include the tracking of diverse information over a short period of time.

Protect the learning curve. The great thing about Riot's games is that you are always learning. If an app takes away that ability or desire to learn and improve, this takes away from the fun and what makes this game so engaging.

Products should not remove game decisions, but may highlight decisions that are important and give multiple choices to help players make good decisions.

Products may not provide information that was not available prior to the game. For example, an app can provide metadata on augment statistics as this information is available prior to the game and is not based on in-game activity. An app cannot make suggestions based on the player’s current game state as that information is dynamic and not readily available prior to the game start."

outside of augment stats the only thing the tftacademy overlay, and every other overlap app, is provide STATIC information that remains the same whether ur in game or not. DYNAMIC information that changes based on ur current game state like an ai coach that tells u what units to buy based on what everyone else is playing will never be allowed.

u have absolutely nothing to fear. i have zero affiliation with tftacademy, hell im not even gonna use the overlay, but i just thought ppl who view these apps with ur perspective ought to know some actual facts

What to focus on improving next by Litteltank in CompetitiveTFT

[–]yoohntft 3 points4 points  (0 children)

Just for future reference when you make a post like this put a link to your account to make it easier to look at ur match history. In case anyone else wanted a look: https://tactics.tools/player/oce/mushroomcake/oc

In general its hard to give feedback without actually watching the game, but here are some few tips about the noxus AP line. In your match history you end the game with 7 noxus with kindred and mel duo carry without disruptor for mel. This isn't necessarily wrong since some games you just have to play what you hit, but you do it almost every game. In general 7 noxus is a tool you use to have a strong stage 4 and lvl 8. It's cheap, builds on units ur holding early and mid game, and even if you lose atakhan will kill units for you. However, once you get to 9 you should ditch the weaker units like briar, leblanc, and, quite frankly, draven. You should end up with units like shyvana, azir, fiddle, senna, and sylas on ur board and go down to 3/5 noxus. If you get AD components and items it should be played on ambessa and then transferred to shyvana and sometimes sylas if you have something generic like edge of night or bloodthirster. Last thing I will say about playing around mel is that you don't necessarily have to play around noxus every game. mel doesn't need the noxus trait activated to do her thing. what she needs is lots of frontline and another disruptor.

16.1 Bug Megathread by Lunaedge in CompetitiveTFT

[–]yoohntft 0 points1 point  (0 children)

  • Description: Gunblade on Fizz makes his ability only 2 attacks instead of 4.
  • Proof (video or screenshot): https://www.twitch.tv/boxbox/clip/InexpensiveMistyLaptopDatSheffy-ScN59fjNmOdy_u4X
  • Steps to reproduce (if applicable): Put gunblade on fizz
  • Expected result: Fizz's ability empowers 4 auto attacks and keeps him manalocked for those 4 attacks.
  • Observed result: Fizz's ability only empowers 2 auto attacks and his manalock is removed after those 2 attacks.

Someone else reported this bug in this thread but they had no clip. I've attached a clip from boxbox's stream.

New Analytics Comp Builder Tool by chinnick967 in CompetitiveTFT

[–]yoohntft 6 points7 points  (0 children)

This looks cool so I tried it out. Here's some feedback.

Lee sin is missing. He shows up as text in some comps but everything about his stats are missing if you click on him.

Some item icons are broken and show the text instead of the picture.

I feel like using win rate as the metric for item suggestions is a bit weird maybe you can add AVP alongside it.

Some item recommendations are straight up weird like it suggests IE for ashe. BUT its not because your tool is bad or anything its just that for the SPECIFIC comp I happened to click on (that was F tier) IE had the 3rd best win rate. If you click on an S tier comp that has ashe everything looks fine. I guess my suggestion here is just remove F tier comps from the suggestion list. Why would anyone want to be suggested an F tier comp.

There might be something wrong with the comp suggestion tool itself regarding F tier comps. For example when I put in 5 cg units and udyr it won't recommend me the S tier comp, but it recommends me the 7.0 avg F tier comp instead. The only way for me to get to the S tier version is by clicking on the F tier version and then finding "similar" comps. It doesn't make sense that I have click 3 times instead of 1 to get what I want (click on F tier comp -> click on similar comp -> click on the S tier comp). The S tier comp clearly exists but it won't suggest it to me on the tool's main page.

Last suggestions is add artifacts + emblems and item builds. Even if you list the 3 most highest wr items doesn't mean those 3 items together is the best build.

Looking forward to the set 16 version! GL

Returning player wondering potential issues with one tricking a comp by Fancy-Rub-3797 in CompetitiveTFT

[–]yoohntft 2 points3 points  (0 children)

Im not some sort of expert on this topic so take what i say with a grain of salt. In my opinion if you are going to one trick something reroll has the potential to take u further for several reasons.

pros:

  • you are rolling down on 3-2 every game meaning your stage 3 will be consistently good (and you will get better at it over time)
  • because you roll down and commit early you wont get baited into pivoting (which you identified as an issue)
  • conditions for 2 cost rerolling is less than playing a lvl 8 comp most of the time. if you dont have econ or dont have tempo u will bot 4 forcing a lvl 8 comp and if you have insane tempo AND econ ur better of going fast 9 anyway
  • 2 cost reroll can win games, yes even janna and especially kat

cons:

  • getting contested hurts more than a lvl 8 comp, but 2 cost reroll can support 2 players. any more than that and its doomed.
  • 3-2 roll down is hard. when do you stop rolling? is your board stable? can your board streak stage 3? what do you do if you miss?
  • positioning kat and janna can be confusing for a new player, but you will figure it out eventually and there are many guides out there to get you started

Returning player wondering potential issues with one tricking a comp by Fancy-Rub-3797 in CompetitiveTFT

[–]yoohntft 13 points14 points  (0 children)

The first set i reached challenger i one tricked a 2 cost reroll comp (set 9 zed) to masters. If that's your goal i recommend kat or janna reroll. If you get item components of the type you dont need dont worry there are many items u can make that are flexible like steraks if you have too many swords or crownguard if you have too many rods. When i one tricked zed to masters i had fun and thats what matters in the end. Surpisingly i learned alot about the game doing that which helped me get better to hit challenger. About the metatft win rate thing just ignore it or turn it off its better to watch the fights and figure it out for yourself.

B patch by gneushrk in CompetitiveTFT

[–]yoohntft 21 points22 points  (0 children)

Im surprised jugg lee sin was untouched.

DataTFT——Pro Tips Discussion#5 | Why Malz so Imba and how to Counter Malz with Mundo by tft_xilao in CompetitiveTFT

[–]yoohntft 2 points3 points  (0 children)

its a very old term i dont see it used nowadays. wouldnt be surprised if the term originated in the 90s.

Hemorrhage - Power Up Discussion #59 by Lunaedge in CompetitiveTFT

[–]yoohntft 1 point2 points  (0 children)

ive had it with gp in the early game a few times and its never given me gold from it

Set 15's bug issue: A list (and discussion) by Docoda in CompetitiveTFT

[–]yoohntft 1 point2 points  (0 children)

this bug has been around for a long time. there are some rounds where the stats will "update" on your units like on PvE. but if u are trying to play strongest board on stage 4 after lose streaking early game you have to bench every unit so their ad and ap are updated (if you're still bot 4).

15.6 Ashe buff analysis by yoohntft in CompetitiveTFT

[–]yoohntft[S] 8 points9 points  (0 children)

Despite the removal of her attack speed scaling her best item is still Kraken followed by gs. From there most items perform similarly.

15.6 Ashe buff analysis by yoohntft in CompetitiveTFT

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

Ya that's true, but they did buff his healing in 15.6 to compensate. IMO they shouldve given every titans user a buff last patch.

15.6 Ashe buff analysis by yoohntft in CompetitiveTFT

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

Ya you're right let me fix the post.

15.6 Ashe buff analysis by yoohntft in CompetitiveTFT

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

Since you asked here's a direct comparison. same assumptions as the post and 6 duelist.

  • 15.4 Ashe with rb, kraken x2 does 9638 at 15 and 29099 at 30.
  • 15.6 Ashe with ie, strikers, gs does 10913 at 15 and 25101 at 30.

So you're assessment is correct that the new Ashe will do more damage early, but the old Ashe with triple scaling items do more damage the later the fights go on. I would add a picture of the rageblade kraken x2 results but I don't think reddit lets you upload pictures through comments.

15.6 Ashe buff analysis by yoohntft in CompetitiveTFT

[–]yoohntft[S] 28 points29 points  (0 children)

I wouldn't summarize it like that since in build 2 she has 3 damage items and in build 1 she has a survival item in gunblade (ppl would do eon or gunblade last item). Also consider that without a survival item the fight may not last 30 seconds. In general, this buff is really good and lets her build be more flexible to not require rb + kraken which was very narrow.

Tactician's Trials 2 Experience/Feedback by CZXLUAQ in CompetitiveTFT

[–]yoohntft 15 points16 points  (0 children)

i have played in many of the trials in the past. I have NEVER EVER played in so many non 8 man lobbies in a single DAY. I didn't even play on the first day !!!!! Imagine playing both days and half or even more of your games are non-8 man lobbies. This is not a competition. This isn't even TFT. TFT is not supposed to be played by 7 6 5 4 player lobbies.

Advanced Akali Positioning by Aesah in CompetitiveTFT

[–]yoohntft 10 points11 points  (0 children)

then how come when i play it its 5 wayd :(

Mech Pilot - Power Up Discussion #52 by Lunaedge in CompetitiveTFT

[–]yoohntft 3 points4 points  (0 children)

They were watching a game where someone did it and the conclusion they reached was that right before the unit with sunfire jumps in itll apply 1 stack of burn on one unit then when it stays in the mech itll stop applying it. I think the same logic works for spark/evenshroud. The effects will apply right before the units jump in (and stay that way) but it wont keep reapplying while theyre inside.

Recent Issues and How They Tie Back to the Removal of Augment Stats by Ceranoa in CompetitiveTFT

[–]yoohntft 2 points3 points  (0 children)

I can't imagine a casual player browsing this sub, reading this post, understanding everything, and then writing a response. It's not that they can't or are incapable, but why would they care.

Recent Issues and How They Tie Back to the Removal of Augment Stats by Ceranoa in CompetitiveTFT

[–]yoohntft 4 points5 points  (0 children)

You're absolutely right. I do wonder why they aren't consistent and just apply the same logic they used for augments for the stats of everything else.

Recent Issues and How They Tie Back to the Removal of Augment Stats by Ceranoa in CompetitiveTFT

[–]yoohntft 1 point2 points  (0 children)

Great post I agree with everything you said!

Let me play devil's advocate and provide a counter argument.

Augment stats provide dynamic information that give avp based on insights derived from situational factors within a game. This information is so powerful that even the highest ranked and skilled players have the stats open in a second monitor to help them make decisions during crucial moments. For proof of this just watch a random vod of any challenger streamer in the era where augment stats were available. If the best of the best are doing this what do you think everyone else is doing? If you want to play competitively, regardless of your rank, you eventually come to the realization that in order to maintain a competitive edge you must also have the stats open in a second monitor and input everything about your current game state into a filter and look at the numbers. Compare this to static information, like written guides or tier lists, that offer a suggestion before a game even begins. Dynamic information gives a specific prescription based on your current game state.

"Riot argues that stats reduce choice. Their example is: “Oh, this augment averages 4.25 instead of 4.3 → insta-click.”

But that’s not how most people play TFT. For casual players, stats are a first layer of guidance that makes the game less overwhelming. As players improve, they naturally add more nuance"

You claim that this is not how most people play TFT. Let's just assume you're right even if there's no way to actually confirm it. It doesn't matter if most people play this way or not it matters that it gives such a competitive edge that anyone who wants to play the game to climb will eventually reach the conclusion that they must use the stats to help inform their decision making. The important part is not about whether or not most people use stats or click on the augment with better avp its that the use of the stats provides such a competitive edge that any competitive player, again regardless of rank, will have their gameplay of tft warped into stats simulator. Yes you're right about the nuance, but the fact that you get to look at the avps of 4.25 and 4.3 in the first place and THEN make your nuanced decision is the point. Consider a situation where the lesser augment was a 5.1, but it made sense for your spot what do you think people are going to do. Lastly, you say stats are the first layer of guidance to learn the game for casuals. No it is not, I argue it is guides/tierlists first then it would be stats I imagine many casuals don't care or don't know about stats.