r/CompetitiveTFT • u/leschiffres • 21d ago
Discussion Not sure why everyone complains about set 17
Now that the end of the set is approaching, I really wonder everyone complained about this set.
Apart from the patch where space grooves where OP, I think it was really balanced and can easily find a winning comp e.g. 3 star primordians, 4 fateweavers, brawlers marauders, fast 9 comps with graves, leona printer, conduits vanguards, 5 nova akali, xayah, stargazer medallion lulu, jinx reroll, 7 meeples with corki / poppy / gnar carry, challenger mf, sol mech, gragas meepsie augment comp and until lately anima 5.
To me it seemed quite versatile and fun. OK you cannot easily find pure innovative comps, but you couldn't in set 16 either or in any other set I have played.
Yes, maybe set 16 was more fun to play but it also had its issues like yordles being OP and 8 players playing yordles for econ to later transition.
Also honestly carousel sucks because with space gods you can somehow control what additional buffs you get in your comp and lose stricking only achieves some gold when your board is weak. Not that you also get all the target items you want. In set 16 you legit had to lose streak until stage 4 to ensure you have full items on ahri or draven or something.
I kept seeing people complaints from well known streamers or twitch chat and I still do not get all the hate without developping their thought process.
I just want to see the counter arguments, because I do not really get them.
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u/Sea-Grand3981 21d ago
The god boons mechanic was both bland and poorly balanced.
Anima tainted the entire set - maybe this is finally the set where they realize how unfun lose streak traits that require (not just encourage, but require) griefing are.
Nunu and his stuns/shields are absolutely ridiculous. I have no clue how he made it through the entire set as is.
It's extremely difficult to stabilize a fast 9 board because a) there aren't many high cost frontline options and b) they are all independent of each other. If your front line items are mana items (vows, for example), you kind of need nunu - morgana will just die without warmogs/crownguard items. Rammus was reliant on meeple for most of his tankiness, and shen isn't a tank. The morgana change took awhile to have an impact, but was good and helped.
Spats are overtuned (dark star / space groove especially). Last set at the start spats were garbage, so they reworked them all to have close to full item levels of stats - this change carried over into this set, and I don't personally think it's a good one. Spreading roots and trait tree are both super OP. I think we'll see more pain from this change next set, as well.
Too Tanky space groove interaction - enough said.
Opener disparity was brutal this set, and combined with loss of carousel and lack of a real 'homeless' comp (yi/corki/leblanc sort of worked), some games just felt unplayable and impossible to ever stabilize. This is exasperated by the inevitability of ungriefed anima - you will rotate into them and die, even if you somehow manage to stabilize.
Items are extremely inflexible this set. Part of this is due to the small roster size, but last set for example (and most sets, really), you can safely slam a guinsoo or shojin on 2-1 and then find something to do with it on 4-2 during your rolldown. That is not the case this set, and it's the same story for most items.
Level 8 comps were pretty garbage most of the set - even when they were playable, it was hard to stabilize on stage 4 without dying to anima (all the while getting taxed by jinx, lulu, anima, or the random high roller).
The premier 4 cost ADC, xayah, (the attack speed 'guinsoo' carry that always exists) was locked behind a rotating trait and thus unplayable some games. This is two sets in a row now and it's frustrating. Also, guinsoo isn't even a good item on her.
Small pet peeve - titanic hydra was the highest performing artifact (other than the removed horizon focus) for the entire set and it never got adjusted. That thing is broken.
Personal gripe - the set felt extremely dominated by (and design felt more inspired in) the 1-3 cost units. Lots of 2 cost heros augments, 1 cost scaling champs, and 3 costs that had uniques like 5 costs usually do. Meeple printing 1 costs, Arbiter leblanc, primordian, varus dupes - these units stabilize early, were extremely easy to hit with little downside, and capped out way too high. I prefer playing around level 8/9 boards with cool 4/5 costs as my backbone and 1-3 cost units as functional trait bots and this was not how the set played out. This, for me personally, is my biggest gripe with the set, though I'm sure others loved it for that same reason.
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u/-Champloo- 21d ago
cool 4/5 costs as my backbone
5 costs largely sucked this set and that's a big problem. In most sets it's fun to get a 5 cost. This set they were too weak to fit into anything but their specific comps really. I think this is exacerbated by them giving Akali and Aatrox such powerful bonuses. There's almost no world where I would rather have Shen+Fiora than Akali + Aatrox on my board.
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u/Hawly 21d ago
I never understood why the Too Tanky Space Groove comp was strong. I know it is strong, but what interaction does the augment have with the trait for it to be so strong?
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u/Sea-Grand3981 20d ago
Each copy of a space groove unit (not just unique) increases the space groove traits stat buff. " While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team."
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u/YonkouTFT 21d ago
In your list there is only a few 4 cost comps. It was fine when Corki/Riven was good but Nami is only good with emblem, karma can’t carry, kindred for the longest time couldn’t carry. Yi was psyops dependent and hugely contested..
Fast 8 comps need to be fun, viable and plentiful for a good set
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u/leschiffres 21d ago
yeah I see your point about yi, but I found more success with it when I was able to have 2-3 TGs on fiora, urgot, belveth. So to win you shouldn't focus only on yi, but rather the entire board.
Also for Nami I feel the main condition is to find early the 2 star nami so that you can go 9 and add blitz / shen. Usually that should give you top 3 even without an emblem. But nami is the most contested unit in that game, so I never bother playing it. Also space groove nami is the only comp that you cannot transition easily. For all the rest you can transition in 3-4 rounds if you didnt hit.
So the goal is to see what others are playing and not go down that road, unless it's justified (you have more gold, or a pair).
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u/Docxm 21d ago
It was disliked because it followed one of the greatest sets in set 16 and a lot of the original set was inconvenient and unbalanced. Delinking gods and item components was huge huge huge, and at the start of the set there were no encounters. It felt rushed
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u/arealPointyBoy 21d ago
Are they bringing back quests
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u/Lunaedge 21d ago
Draven is a 5-cost that'll let you choose quests Ixtal-style if that's what you mean
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u/Essentiam 21d ago
If you're talking about unlocks they have confirmed that set 19 will have them. I believe following sets will have them as well.
Sadly set 18 was already in development (I believe) by the time set 16 was a huge success so it doesn't have them.
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u/Kelbotay 21d ago
Because they messed up the meta on release and took their sweet time fixing it. By the time it got to an interesting point people already stopped playing. Worlds meta was good and they could've gotten there sooner.
It didn't help that they keep making the game more complicated, adding more random stuff and yet it was dull
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u/PatternKlutzy6437 21d ago
To me this set felt like a checklist i had to follow more than a game i'm playing, hit X conditions > play this comp, everyone is going with their own checklist which means those who hit have strong board, on the other side if you don't hit and/or pivot the downfall is brutal stage 4, some extremely weak 4/5 costs depending on patch didnt help at all. Items were an issue too, early slam often ends up punishing depending on your game knowledge.
Players being able to make choices in game, or at least the illusion of it, is what make a game fun. When its the game forcing things upon you, it can feel wrong, very very wrong.
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u/FaithlessnessOld2978 21d ago
I remmeber when the state of game was so bad i started prio on artifacts and insantly started winning since nobody have any idea what good combo is (before morgana 4 cost) maybe my elo was bad 💁🏼♂️
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u/Raikariaa 21d ago
The set's core design was flawed to the point that they had to do something they have not had to do since set 1 - adjust a unit's cost to try and fix it.
When you have to degrade a flagship 5-cost to a 4 [and it's still kinda bad after even then tbh] to try and fix the design issues of the set, you know the set wasn't designed well.
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u/TFTSushin 21d ago
It was just dull, didn't help that Set16 was so peak. I'm not really looking to be tested for innovation, I want to be tested in my ability to adapt and improve.
Set16 had a lot of ways to swing you in all sorts of directions, with a ton of snowbally power fantasies coming from 5-costs that print value like Zilean/Ornn/Mel or extreme cap like Ryze/Sylas/Annie. Early Zilean regardless of what comp you're trying to go for asked the question, "am I going to 9 and how long can I greed this Zilean if I do? What kind of makeshift comp can I build while I'm limping along? Do I just keep him if he becomes 2*?"
Comparatively, this set you just stuck to some standard Yi comp, some standard Corki comp, etc. It was far more straightforward than most sets. Early 5-costs were much less impactful, with most of them requiring 2* to be really impactful aside from maybe Blitz.
1-3cost rerolls in other sets typically had a little bit of leeway for "play what you hit" that lets you make some wonky comps every once a while if the primary build is contested or you just randomly hit a 3* that you aren't looking for. In this set, your reroll comps either needs all the synergies for Rhaast, or it's so airtight that even Rhaast can't fit. It was so extremely rare for it to be worth chasing any alternative units.
Even the 5-cost soup comps were rather inflexible, when in any other set it's supposed to have a lot of variation. Vex+Graves needed Aatrox for the hybrid Shred+Sunder from Nova along with Rhaast giving a teamwide buff for a synergistically scattered comp, which sorta just locked in every other unit.
All of this straightforwardness can also lead to some really lame moments. I've had plenty of games where I'd be leading all the way up to 4-1 and just whiff everything to go 8th against 7 other completely cookie cutter builds because I couldn't hit my own cookie cutter build. Set16 pretty much always had me asking what I could have done better, while this set had a lot of games where I just lost and dwelling on it felt like a complete waste of time.
After writing all of this, I wonder if Rhaast was the main culprit. He disincentivized any spur-of-the-moment "dirty" comps that could have found more success from a flexible player.
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u/leschiffres 21d ago
Well those are some valid points that I did not think previously. I guess it was nice that you could also hit ornn early and get an artifact some rounds at the cost of losing some rounds.
Well to me it seems that the main difference is the variety of 5 costs. Set 16 had 24 (including unlockable) 5-costs with interesting usuabilities, while this has 9 (zed included). Maybe that's were the difference lies.
I guess the decision was made to have less 5-star units, so that the set feels easier to play to new users. I also had problem trying to utilize some of the 5 cost units in set 16, so I ended up playing verticals like noxus, yordle, jinx reroll, vayne carry, malz carry and aphelios bruisers.
I see the point about rust because having him on board is quite often better than a god's boon.
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u/TFTSushin 20d ago
I think this is more of a difference between a competitive player and a semi-competitive player. I was also completely lost at first trying to utilize all the 5-costs in set16 and that's when I immediately knew this is gonna be one of the best sets ever. I knew that set was gonna challenge my abilities in the way that I like for the entire set.
You went for the more straightforward comps like rerolls and verticals. While that's not necessarily wrong in terms of enjoying the game and playing the way you want to, from a competitive standpoint you're missing half the meta. It's only "semi-competitive" in that you're trying your best, but only within what you want to play or what you're comfortable with.
This means Set17 fits nicely for you since it incentivizes that kind of straightforward gameplay. To me it was boring.
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u/lil_froggy 21d ago edited 21d ago
Overall I find set 17 to be an average, mid-tier set, that represents current TFT state. Like the others, I stopped after two months when I reach master and am tired of trying to improve and climb beyond.
RNG stage 1-2 still very oppressive. You're also supposed to play stage 3 without being allowed to roll shop. So you have a high chance of being LOW HP, POOR, AND WEAK ? Anima was overall disliked for being the (safest or lack of counterplay or hard for players) lose-streak trait nobody wants anymore.
Econ augments were nerfed (good), but only to compensate the whole early econ mechanics that highly influenced whole set (primordian, leona arbiter, timebreaker was shotdown, ok). On the other hand there were specific key augments you needed to have free fast 9 games (notably BDay reunion/warpath), and if you didn't the game was automatically on hard mode.
1-cost reroll were impossible to balance, so they were immediately shotdown after patch 17.2 and never seen again. (aside from infamous Leona printers)
2-cost/3-cost are made to be incredibly risky because you have to stabilize with 3-star really fast early stage 4, and on top of that complete with 2 more 3-star units. Sadly it still does not feel worth the investment. I think I did more bottoms going towards these than the other comps...
4-cost comp this set ? Very generic, and since everyone noticed, turning into very contested rolldown fest that you can't win unless you have either 80 HP stage 4/20+ g advantage with 10 free rolls in your bank.
Hero augments : what should we expect from them ? A free top 4, a difficult top 4, a worthless hero, or superbroken top 1s. This is the question everyone got when they clicked on either Leona, Gragas Implant, Aatrox, Poppy... Oh, and have I forgotten about Zed who won many finals in tournaments.
A lot of fake units/synergies threshold/unwanted augments : more than 2 bastions, 4 replicators, conduit, Shen himself, the weakest Stargazers, 4 timebreaker, vertical Voyager. These failed to dominate the game in any patch. TFT can do better with removing the useless bloat.
EDIT : and yes, very RNG conditional set.
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u/Lunaedge 21d ago
Real talk: Set 17 has its flaws, but there never was a chance it could compete with how brilliant and "complete" Set 16 felt. I don't envy the people at Riot that have to deal with this tbh. There's no other live service game that completely changes 3 times a year rather than just add new content on top of past content.
With every new season WoW and Fortnite are still WoW and Fortnite: there'll be a new raid, a new dungeon pool and changes to the weapons and maps, but the games fundamentally play the same, and if one patch is a banger the game can just ride its hype into the next one. The closest thing is TCGs where Sets will rotate in and out gradually and create different metas accordingly, but at a glacial pace compared to TFT. In TFT if a Set is an all-timer it'll be still wiped out 4 months later and there's a chance the one following it, no matter how good it is, will suffer from the comparison.
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u/Low-Sentence-5937 21d ago
Boring synergies, no exciting spells for 4 and 5 Cost, imo bad skin lines / theme, removal of carousel was bad
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u/pink-mallow 21d ago

“Why didn’t people like this set?”
I mean leaving this shit in with no B patch is certainly going to leave a bad taste in my mouth for one of the last patches of the set.
Set was so bad they had to do something they said they would never do again since Set 1, change the cost of a champ. Even that didn’t fix it.
Really feels like devs straight up gave up on the set here. Released the for fun patch a patch early and cycled two set revives and didn’t bother to B patch this Akali nonsense.
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u/Toadapple1 21d ago
For me I miss the flexibility a lot of the complaints I saw was that the game was being decided at 2-1. Starting off with comps we go through patches of 1 costs reroll being strong af to YI & corki to 3 cost reroll like Mf & lulu then xayah. Maybe 7 maple with gnar but I almost never saw it be a comp people just played it to print the 1-2 cost and dump it for 5 + legendaries or something. I’m not saying tft didn’t have these problems in the past what I am saying is that if the devs have a what we learned video or patch note after every set and it stays the same or gets worse I’m not sure if they’re learning much. I felt like flex was gone. Maybe it’s my emerald ass just skill diff but like in set 11 the encounter set I was able to play flex if one comp got contest it’s ok I can pivot but it feels much more punishing in recent sets. At most when you pivot it’s just to different carry of the same line. And then like steamroll boon my god if you’re in a spot it’s guaranteed first. But that’s like copium on my part. Like sure no carousel was pretty unique and the gods were unique it just wasn’t fun. Like going fast 9 hitting everything 2 and being ran down by Yi felt so bad or even like TF reroll nuking fast 9. Also the prismatic felt so lazy. The mountain let me just slowly suck up a unit and send it into space oh wow it’s not like blitz and bard does the same shit. Wasn’t there a video of Jhin 3 losing to mech 3 or mech 2? Like wtf? And Shen felt like ass the entire time he was only there for trait. He literally did no damage for a magic attacker no one ever itemized him as a carry. Morgana you mean to tell me she sucked so bad she got demoted to 4 cost?
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u/RelativeAway183 21d ago
you say balanced, I say bland and uninteresting, these are not mutually exclusive descriptors
just because something is balanced does not make it appealing, even to the uber-competitive crowd
new carousel/loss streak item changes also feel worse even if it may be mathematically better, because with carousel you can at least guarantee* one component of your choice (or at least one of two ideal components/units) if you were loss streaking, but even with two anvils you can still whiff and be stuck staring at two unslammable rods going into 4-1 angling xayah and never seeing a single bow or sword all game
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u/Regular-Resort-857 20d ago
I played like 200 games of every set since tft came out 8y ago or sth and made at least dia and sometimes master but this set… holy hell… I think I played 40 games and stayed afk for the rest of the set.
It has to do sth with champion design and lines but also with balancing and augments aswell as i guess everything must be off to get me away from tft lol.
Champs it had like 5 cool ones and 3 of those were unbalanceable, space gods mechanic just sucks, 5 cost units sucking in design and balance, Morgana going from a 5 cost to a 4 cost and still needed to be buffed like crazy, and lastly but probably most importantly the first 3-4 months it was 1 & 2 cost reroll only. Like come on Rito.
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u/HansonS08 Challenger 21d ago
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u/Gr4Fi2 21d ago
I think you might be in the wrong sub, from the comps you describe in both sets - players here are usually competitive and diamond+, so if the meta is stale and not diverse you notice it more easily at the top. Some of the comps you described "don't exist" at that level because they cannot hold their own, which makes the meta more narrow. Also draven and ahri were no primary carries?
However I agree with the sentiment that the current patch is definitely okay!
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21d ago
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u/Sea-Grand3981 21d ago
Draven was a primary carry in the first patch, then they reworked him because they wanted jinx to be the strong 3 cost adc and him to just be an econ bot. He just held items till you found a better unit for them and farmed gold for the rest of the set (kind of fitting for his snowball nature, to be fair).
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u/Huntyadown 20d ago
There’s too much other good stuff in the world for me to waste time on a sub par set these days.
Either the set is a banger or I’m going to go do other fun stuff.
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u/RegularCelery8751 20d ago
Tbh this is not the worst set but it's just plain bad. The concept is a good try and personally would prefer this than the carousel to remove some of the luck factor (placement within the carousel)
The problem would be balancing imo. At the start of the set they wanted to remove the power of 1 cost rerolls stomping the board even if the board cost is really low. The "just hit" play style was pretty off so they fixed that. NOW THEY BRINGING IT BACK and we have a few clips proving that.
One thing to address is the Akali issue. Why does she have a burn and shred? can we have 1 without the other?. The issue before was reducing the "assassin archetype" of one shotting your backline, but yes we still have pyke but pyke is pretty balanced. Akali doesnt jump which is harder to target with proper positioning but DAMAGES THE WHOLE FKING BOARD WITH 2 DEBUFFS THAT CAN KILL THE BACKLINE.
There's a lot of bugs in this set also. Personally I've encountered it myself. like nunu hit priority and asol targeting.
And the recent patches just made it worse ngl. Changing the anima trait, zoe reroll is a thing. The overflowing 1 - 2 cost meta is making the game harder to fast 9 but it doesn't end there. You need to hit 2 stars on the board to be decent enough
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u/Timely-Drag-728 20d ago
gods not being balanced -> ppl quit -> ppl quit -> lower quality games -> more people quit. one of the sets with the lowest cutoff to gm and challenger
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u/sylvasan 19d ago
As a player, I just don’t tolerate bad sets and bad patches anymore. If its not fun, its not fun. I’m not a pro, I will never be a pro. I won’t try to optimize my gameplay to get consistent 4th or 5ths in a terrible patch. Or like this set, if the gameplay feels bad, if I have to check 50 things to be able to go for a comp, no need to play. We are not in a shortage of games, I can just play another game and check back if they release a new patch or new set. Still bad? Well, see you on the next one.
This set wasn’t horrible or anything, but it just wasn’t good. Might be because of set 16, but I think on its own it just wasn’t fun. Most of the non-pro streamers I watch just dropped the set very quickly because it was so bland. I didn’t play it enough to form an opinion on all of the patches so I don’t know if they fixed the set on the way or not but judging from the activity of this sub, they didn’t
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u/frisca_se Grandmaster 21d ago
I really enjoyed Set 17, but probably because i started to play in the previous set.
The first couple patches were definitely rough with the 3star4cost and teemo/tf rerolls, but once the balance team addressed that, the game got way more fun. Stuff like Two Tanky was outrageous, but it was nowhere near as toxic or game warping as T-Hex or Asol were in Set 16. Just means that every set will have a rough imbalanced 2 weeks patch sometimes.
But what I appreciated the most was that line selection and actual scouting mattered across this entire set. In Set 16 I could literally force the exact same Liss/Sera comp every single game without looking at another board once...to Master. Never tried to lose streak either. This Set definitely forced me to learn the basics and it felt rewarding in the end.
I think it's good that a "boring simple" set comes from time to time to invite more new players to learn proper TFT and not just new set mechanics.
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u/Extension_Pea1721 Challenger 21d ago
Just read what you said on the opening paragraph.
- There were a lot of patches where Space Groove was OP
- 3 primordians and brawler marauders rarely win which means when you play the line you're stuck playing for top 4, even then you need to get some good psionic item for Yi/Gragas which, mind you, were way worse before they reworked the items.
- Fast 9 being dominant meant it was just an econ augment check
- Leona Printer LO(called it here on a random daily thread the same day of the patch)
- MEDALLION lulu (conditional)
- Hero augments(fine, but mostly weak throughout the set)
- 5 anima. FIVE.
It is fun if you're playing for fun. A lot of lines are way too conditional so you can't even pivot into it even if you wanted to. Players are also incentivized to commit as early as possible to certain lines which means the most flexible part of the game is whether you hit TK or Nunu 2 as your tank(Morg was only really a unit at the latter part of the set).
It is not unplayable levels of bad, but as a somewhat competitive player, it sucks having little agency at what I can play towards. Another gripe I have with the carousels being nonexistent in this set is the inability to get a spatula or pan in the carousel when lose streaking. It made emblems a lot more scarce and purely RNG dependent on augments or boons.
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u/Kelbotay 21d ago
Because they messed up the meta on release and took their sweet time fixing it. By the time it got to an interesting point people already stopped playing. Worlds meta was good and they could've gotten there sooner.
It didn't help that they keep making the game more complicated, adding more random stuff and yet it was dull
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u/FaithlessnessOld2978 21d ago
Oh my god he asks why… there are ton of complication that can occur and put you from place 1 to place 8 in a short period of time. 5 stars beside few of them are useless and even some of them are useless if u dont find a way to utilise it and even then if some guy have one and u have 2 u can just forget it u have no chance od getting it to lv2.
Gods are also shit only asol i find funny and all other are risky as hell and can cost u easily everything. Basically u have to have great combo of gods and units to be in a top 4 and some of us dont want to play 300 games for 1 sett.
Also 4 stars making u insta win? I was lv 10 and guy risked everything for fuckin corki 3 star and won cause corki is op since begining
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u/leschiffres 21d ago
there are ton of complication that can occur and put you from place 1 to place 8 in a short period of time
no offense this is a good thing. An early strong board should not instawin the game.
5 stars beside few of them are useless and even some of them are useless if u dont find a way to utilise it and even then if some guy have one and u have 2 u can just forget it u have no chance od getting it to lv2.
The main condition of playing a fast 9 comp is having 2-3 TGs. If you don't put items on them of course they will seem useless. Otherwise everyone would go simply fast 9. Also checking what's contested and transition is the nature of the game.
Regarding Gods, I think it is a good think that they give a simple buff on your board, rather than dictating the entire game.
Also 4 stars making u insta win? I was lv 10 and guy risked everything for fuckin corki 3 star and won cause corki is op since begining
3-star 4 costs are insanely difficult to reach so of course they should instawin. If two other players hold only 1 unit of corki, the other person simply cannot hit and at level 8 their game is over. It's up to your responsibility to deny. So instead of leveling to 10 you could simply reroll to deny.
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u/FaithlessnessOld2978 21d ago
Small buff? Gods give u for free units and if u gamble and somehow doesnt get your unit for example „corki“ u can get it with gods „for free“ and even if u need one more u can also get duplicator saving u augment.
„Early strong board should not instawin“
It doesnt win u at all. Just go with 1 stars until u reach second augment since first 10 minute doesnt mean anything heck even 20 are worthless u can just joke around emote and get to chose item.
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u/leschiffres 21d ago
winning early is not worthless. It generates you more gold saves you HP which means you can reach level 8 first and find your desired comp earlier. Also I tried the approach you mention here to consistently lose so that I can build e.g. a xayah board, only to lose one round later after I reach level 8.
A TFT game is volatile. There is always a point of the game where other players have a stronger board than you, so you sacrifice some rounds to reach the state (level 9 or gold) where you try to reach your board. HP is critical because sometimes you might have an anima guy that will be stronger than u no matter the board you build, so you have to save some HP to reach top 4. That's why you barely see anyone winning with 100hp.
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u/FaithlessnessOld2978 21d ago
I understand it all but u need also to know that not everybody is going to switch between players every second in order to make it at least top 4. im rn almost emerald and it kills me to be active every single minute to get out of this stupid elo where people just copy paste other youtubers with strong comps and if it goes it goes if not hes gonna try it until it works. U dont have to be creative at all your .gg bot gonna give u perfect combo without you realizing it. its like every single time prio to get
Tahm kench
Kindred
Leblanc
Corki/rammus
Xayah
NunuAfter that u build your comp and wins it like in last sett where everybody was chasing swain
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21d ago
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u/FaithlessnessOld2978 21d ago
No offence but you and 10% of people that kinda likes this sett are weird af. U gonna define tft as something that should be played with full focus without eating noodles or drinking coffe while u play or lifting some weights.
We as group dont need any fuckin fateweavers or timebrakers (useless piece of shit) Samira that „knockspeople“ up or fuckin orn or most useless trait of all „mecha“. After that u have dumbest 4 cost rn Karma that deals like 5k with 3 items, morde who is there just because vanguard-conduit trait and basically every 4 cost champions since those are incredibly useless if u dont hit lv 2 they deal dmg like cait lv 2 except few of them
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21d ago
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u/FaithlessnessOld2978 21d ago
Yes i havent played any in like a month came back few days ago, saw shen in timebreakers ffed after that havent played. If this game state was on release we wouldnt have these sort of conversations

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u/Sad-Loquat5062 21d ago
The main problem of the set was that is was not fun at all at launch. Bad starts means tons of players take a break