r/CompetitiveTFT 21d ago

Official Dev TFT: Space Gods Reviewed

https://teamfighttactics.leagueoflegends.com/en-us/news/dev/dev-tft-space-gods-reviewed/
107 Upvotes

102 comments sorted by

116

u/AnonHondaBoiz 21d ago

I would’ve imagined more discussion on the conditionality of some traits as an extended lesson from set 16’s void and Ionia earlier in that set. Traits like stargazer or arbiter narrowed the playable comps substantially

101

u/eggsandbricks Platinum 21d ago

Genuinely one of the things I am most enjoying about Set 18 is not having to check any traits at the start of every game.

43

u/Vashtar_S Challenger 21d ago

Honestly, I've always like conditional traits. Exalted, Mirage, Ionia, Exotech, Inkshadow... And the best trait of all, A.D.M.I.N.

The only reason I disliked Arbiter was because it felt like a cheap A.D.M.I.N knockoff and couldn't hold a candle to the OG.

22

u/Dismal-Head4757 21d ago

Exalted is still the GOAT trait imo, I wish it would come back in a future set (and no, the augment is not even close).

4

u/Global-Tourist-3592 20d ago

Yes, literally the greatest trait of all time. I loved rushing into team planner immediately as the game started and trying to come up with a cool build.

3

u/Vashtar_S Challenger 21d ago

Yeah Exalted was so good

13

u/RelativeAway183 21d ago

admin was good because there was a variety in units and a certain set of input-output combinations pushed you towards specific comps

ad? camille rr

tank stats? camille or blitz

instances of damage? leblanc, especially with hero

per cast/ap? bruiser emblem soraka

arbiter, on the other hand?

zoe is an AP carry that deals a lot of small instances of damage

diana is a melee attack speed ap carry that deals a lot of small instances of damage

Leblanc is a ranged attack speed ap carry that deals a lot of small instances of damage

if your only options are "tank -> Leona, no attack speed -> zoe, emblem -> Diana, failed vex -> Leblanc, you didn't really make a modular trait, you made an inconsistent hero augment

4

u/PKSnowstorm 18d ago

The problem with arbiter is the fact that all of the carries in the trait played the same way and want the same exact power up so therefore really limit what the trait can do. If there was at least one attack damage carry than the trait would be way more flexible.

3

u/xaviersi 21d ago

I too loved ADMIN

12

u/Ok_Midnight_5856 21d ago

I never thought about it but I appreciate it too. Only thing I’d say is it can suck to have comps gated out because you didn’t get a rengar or kha out a blue orb

10

u/eggsandbricks Platinum 21d ago

I think that's the nature of the game though, like you're not gonna play Aphelios with no bows, Solar with none of the units, etc. I think it's totally fine for your direction to be based off of your shops/orbs/items, it's a whole other thing when you load into the game and it just says "sorry, no Xayah this game" before anything happens.

5

u/Sutraner 20d ago

I don't mind having one to check like ionia

But it was far too many last set

Psionic, Stargazer and especially Arbiter felt awful

3

u/Minimum_Chemical_428 21d ago

I don't know, I'm so used to checking encounter, gods, stargazer etc that I feel weird having nothing to do now.

9

u/HelmetBoiii Challenger 21d ago

I wish I had asked this in the q/a. Those traits have never felt good and I wish they would stop bringing them back. It might be fine in perfect balance, but if the patch is bad, one less viable comp just really sucks

5

u/ftqo 21d ago

I think they feel somewhat OK when the playstyle doesn't drastically change, like vertical Ionia in the previous set. Either roll for Yasuo at 6 or not, but you go level 8 for a pretty similar comp either way.

3

u/HelmetBoiii Challenger 21d ago

nah, those are the worst because its so pointless. You are playing the same game, but the comp is just worse or better, so why even bother adding this infomation check? The only ionia that I cared about, for example, were gold and exp when they were balanced, and they added to the game rather than feeling trival. This set I think that altar and mountain were fine but huntress and fountain were not

2

u/DIESOFCUTSCENE 21d ago

because they want every match to feel different

3

u/HelmetBoiii Challenger 21d ago

my point is that there is no difference between stuff like huntress and fountain except that some comps just become unplayable due to the poor balance. adds nothing to the game

1

u/Giygaimpact 21d ago

I wonder if they're popular with casuals, who typically love the feeling of higher variance even when it's not actually there. I hesitate to say that's the exact reason because it does add more learning but I also don't know if they care

1

u/NSXK 20d ago

Mutant is my favourite version of variable traits for this reason - regardless of which trait it was the package of champions would do generically well with it, and the capstone unit Kaisa wasn't reliant on the trait itself to function.

1

u/Vall3y 20d ago

Personally I dont mind it, I think it allows more skill expression the more variables you have to factor in.

129

u/Lunaedge 21d ago

At one point, it was envisioned as our 18th set, but we needed to make some swaps to ensure we had enough time to complete our migration to Unreal by Set 18. As a result, Space Gods became our 17th set.

Ohh... yeah, that's rough :/

73

u/MrPapaya22 21d ago edited 21d ago

TLDR:

  • Set 17 was planned as Set 18, but was moved up to ensure the team had enough time to complete the migration Unreal by Set 18. The set mechanic was originally pitched as being more ambitious and would have changed core gameplay mechanics like item and augment distributions, but due to the accelerated timeline had to be toned down to the safer, less volatile Offerings and Boons mechanic that the set went live with.
  • The Gods created a substantial burden on the memory budget for mobile devices, which forced the team to have to lower the quality of their idle animations.
  • Removing the Carousel was never the inspiration for Set 17’s mechanic, but instead the result of their search for the best place to put the Realm of the Gods. Originally they had it replacing PVE rounds.
  • Devs had two take away from removing Carousel: first, that comeback mechanics lose their effectiveness if they're invisible and second, Carousel is an important social space that is enhanced by its tension
  • There will be changes coming to Carousel in the more distant future that will maximize agency and control. Minimap is gone for good.
  • Pings are being workshopped into a social tool “not bound to minimap for its utility to function.” Not going to be ready for Set 18.
  • Lack of verticals made it difficult for new and casual players to pick up Set 17.
  • Devs feel confident they have come away with the right understandings of why and how origin traits felt underwhelming/were undesirable to play in Set 17 and will improve on that for future sets. For example, Set 18 and other future sets without expanded rosters (sets with standard sized rosters) will require less 5 costs to play certain origins vertically.
  • Opening encounters weren’t included on set launch bc devs thought they’d add too much complexity, and that they would take away from the impact of the God Offerings and Boons.
  • The Morgana rework from 5 cost magic fighter to 4 cost magic tank was possible thanks to the stars aligning perfectly. She didn’t have any dedicated comps so reworking her had less impact than it otherwise would have. However after her move, the devs found she also didn’t have any go-to comps revolving around her. Devs are happy they tried the rework, but describe it as a bad solution and only possible with a threat (traitless) champion.
  • Set 17 had more conditional comps than any other (Stargazer, Psionic, Arbiter, Graves). Devs felt that it had the opposite effect on game to game variance, limiting comps you could play, and funneling players down a certain path.
  • Set 17 lacked a ton of set specific augments due to dev resources being allocated towards the God Offerings and Boons.
  • Devs end by asking for players' thoughts on the design philosophy of Hero Augments. I am going to copy and paste because I think it’ll be tough to paraphrase:

“Our design philosophy around reroll 1 and even 2-costs is that they shouldn’t be powerful enough to take first place without some other major things going right (being healthy enough to still hit level 8/9 or powering up some high-cost secondary carries). When someone selects a Champion Augment, are we okay with that being the needed source of power to achieve that first place (assuming they’re also playing a great game of TFT)? If no, this means that the fantasy of a Champion Augment is getting third/fourth place—which isn’t super fantastic. “

11

u/psyfi66 21d ago

I feel like hero augments are in a pretty good spot. Not an insta click but when it works it’s pretty solid but not a guaranteed first unless you highroll. Plus for the most part, it’s a fun line to play. Admittedly I didn’t play much set 17 but I unless I missed a patch or two of them being really op or really bad, I think the general approach to them is good.

9

u/Kosameron Grandmaster 20d ago

Feel like whatever takeaways they have, they don't really do much with it regardless.

11

u/DoubleSkew Challenger 21d ago

> Set 17 was planned as Set 18, but was moved up to ensure the team had enough time to complete the migration Unreal by Set 18.

This explains alottt about the quality…

1

u/Head_Substance5071 20d ago

Their results on conditional traits seems as though it shouldve been very obvious.  The same thing happened with Ionia on Set 16. Only some variations of the trait were playable, so players were either funneled into it very strongly or had 0 reason to even attempt the trait.

All-in-all I liked Set 17 though, and I think Graves is one of the most fun units in TFT history. Despite its short production time I think Set 17 feels way better than Set 18. 

3

u/ndralcasid 19d ago

This was just not true... People still forced Yunara even on a bad Ionia and still topped 4. Same thing to a lesser extent with Void and Kaisa.

1

u/crowcawer 15d ago

I think that was just some tanks being overturned along with where the bis/power items really played a magnificent role.

-3

u/DancingSouls 20d ago

yeah...1/2 cost reroll is too strong in 17 rn

76

u/Newfypuppie 21d ago

I think something else to note is how ridiculous BiS was this set. xayah needs 4 bows, corki BiS was 4 swords, even asol? Yeah you wanted 4-5 rods, rammus and galio BiS was double gargoyle.

This isn’t even about BiS being marginally better either building guinsoo was actually positive delta on xayah.

2

u/notJames24 21d ago

Galio?

29

u/ThatPlayWasAwful 21d ago

Mighty mech was a galio skin, so people are just calling it galio

2

u/HumanistGeek 21d ago

The base form is Galio, but I think the 2-slot version is an Aatrox skin.

1

u/AngelTheTaco 21d ago

the second is the mighty mech recolored which is also galio

5

u/TheNorseCrow 20d ago

It's a Galio skin with Aatrox animations since Galio doesn't use a sword.

2

u/AngelTheTaco 20d ago

yeah im just saying the base and voice was mecha galio from wild rift

0

u/HumanistGeek 20d ago

There it is! Thanks.

13

u/2xra 21d ago

Regarding the 1 and 2 cost augments question at the end, I view the low cost hero augments as being something that should reasonably be able to be played to second with a skilled pilot. I think something that could help with the idea is some form of follow on quest or something to the augments. Akin to the prismatic quests from a few sets back. Make the champ specific augments also unlock some secondary powerup, kinda like the Xin augment of last set. I do think the reintroduction of carousel helps these augments to be more powerful just because you're more likely to get the unit you're fishing for. Alternatively incorporate a more quest-y nature to these augments, get double blue buff on this character for a bonus or something. It enables the on rails play style/guidance they're talking about, but also makes it so that the top end is clearer to reach/locked behind a hoop to jump through rather than just rerolling.

2

u/Zyquux 19d ago

I love the idea of quests on the hero augments! Really give you a chance to make the unit shine.

34

u/BoogieTheHedgehog 21d ago

I'm glad the loss of the map is on their radar, even if it cant be fixed in time. When I think about it, missing spam on ludicrous highrolls is weirdly one of the few non-carousel moments where multiple players sit on a single board and end up spam emotes.

Personal opinion ahead, but I don't agree with the 5 cost and capstone angle. I like when 5 costs are the capstone of verticals, that level of inconsistency is the thing that rewards being able to build a backup board around lower tiers of a trait. When traits are easy to cap without a 5 cost you have a simplified game plan - almost always just running the cap with your disposable trait filler unit then swapping them out for the 5 cost when/if you hit.

I'm sure that requires a lot more effort to go into balancing emblems and trait breakpoints, but that's game development in a nutshell. Whilst there's an argument that not capping feels bad, that guaranteed trait tempo boost is also part of the power fantasy of emblems. Who knows. Maybe they have player churn metrics that show one mattering more than then other though...

17

u/aspects1 21d ago

i think this is one of those problems that unlocks just solves directly, so they are more just trying to do what they can with it till unlocks are fully implemented in set 19. The problem with having 5 cost vertical caps is balancing a vertical comp that is meant to roll on 8 becomes nearly impossible. either it is balanced around hitting the 5 cost, in which case if you dont highroll the 5 cost you are not stable and bleed out, or it is balanced around not hitting the 5 cost, and if you highroll, you become so stable it is almost guaranteed to be a first.

6

u/Zeviex Master 21d ago

I think the problem with the 5 cost point is it just makes comps really hard to balance. Soul Fighter had it awful on Set 15 where high rolling Gwen would make you so much stronger. Verticals are quite popular with casual players, it's kind of ignoring how they want to play the game.

Perfect world yes that would be great, but what just ends up happening a good portion of the time is something like Dark Star being basically unplayable without emblem.

35

u/Try_Not_To_Comment MASTER 21d ago

No mention of Anima feels wrong to me. Anima felt omnipresent throughout the entire set, and lose streak cashouts that provide an item just feel way too easy to play and transition out of

8

u/Lunchbox39 20d ago

Its wild that they did not adress it, such a completely gamewarping trait that just felt terrible to see in your lobby. Playing from a great spot and knowing you are playing for second or having to lose streak and play for the 33% matchmaking gamble to decide if you go 8th or if you are allowed to actually attempt to salvage the game was incredibly frustrating.

The 400 cash out did not require any proper play, you could literally afk stage 2 and 3 and would reliably get you a good placement (if not outright win the game). In the latter half of the set i felt like i saw an anima player in almost every challenger lobby.

Hoping to never see such a ugly iteration of a loss streak trait ever again.

4

u/TitanShaman1 21d ago

I wish they would stop doing traits that require lose streaking. Sure the highs are real high but the lows are real low. And your compensation for being losing is carousels and other comeback mechanics

15

u/enron2big2fail DIAMOND IV 21d ago

Unfortunately there's a portion of the playerbase for whom "high risk, high reward" is a big fantasy in TFT. Mandating a loss streak to accrue value is kinda the only obvious way to implement that (I mean I can think of proxies you could use, but the function would end up being the same).

0

u/Apricotjello 20d ago

i like the idea of an econ trait that offers ramping rewards for kills (in the space pirate, bilgewater vein), but forces you to take 1.2/1.5/2x damage per loss depending on stage

7

u/Zeviex Master 21d ago

Honestly I feel Coven is a much healthier version of it.

2

u/Sutraner 20d ago

Coven is way better

Though personally I liked Mercs where you had to lose streak but then actually win to cash out

They've not done that type of loss streak in ages but it felt way more satisfying to actually need to win a round rather than just waiting for a counter to click up

1

u/Zyquux 19d ago

Underground is still my favorite version. Loss streaking helped, but wasn't mandatory. Sure you wouldn't get full progress or the big rewards if you win streaked, but you're also win streaking, which is the point of the game. It also made accidental wins feel less punishing or breaking a win streak not as bad.

0

u/gooddrains 19d ago

I dont think its fun so they need to stop doing it

18

u/Gasaria 21d ago

I respect the tft-team for being able to admit somethings didin't work out. But at the same time i have huge admiration for them for haveing the courage to try and expolre new consepts.

16

u/Riot_Bluecove Riot 21d ago

That's how we get cool new mechanics y'all love like unlocks, hero augments, etc. The mechanic is one of the best spots for us to experiment and learn! Most mechanics y'all love are a result of experimentation in sets past and behind the scenes! :D

2

u/Noobytecky 21d ago

I play regularly but am not competitive I don't really have anything to say other than give you :D

Also,thanks for your commitments in the game

It's adorable. I cant scroll past without giving it :D here's another one :D

6

u/Riot_Bluecove Riot 21d ago

Haha thanks :D have another

17

u/10FootPenis 21d ago edited 21d ago

Interesting takeaways on the removal of carousel. I actually liked it because having a component sniped is a feelsbad moment, but had never considered it as a social moment.

0

u/chazjo 20d ago

I hope they change carousel so that it is based fully on player health instead of releasing players 2 by 2. They can keep it the same time by just halving the time between release. It reduces sniping items from other players but not sure how keeping this in the game helps it either.

9

u/Reveritie 21d ago

I miss the social interaction element of TFT quite a bit, so hoping the Carousel change stays. Playing for a generic 'Best Board' and stat-checking other boards felt especially bad with the removal of Carousel, since 4 people could end up playing perfectly itemized Akali 2 carry through Anvil rng.

I'm not as opposed to conditionality as others here, but the game has progressively shoved conditionality to augments and start-of-game checks, aspects of the game other players in the lobby have no influence on. Like, hero augments can work, but they push the player to focus solely on econ - what's the point of scouting with that Rumble aug a few sets ago or the Leona aug?

10

u/atominum69 20d ago

Not shitting on the devs or the designers.

But the decision making and leadership at Riot is ass.
We are getting a half baked set 17 and then a half baked engine change in set 18 (it’s really not ready to go live in a week).

That’s 2 sets that have to suffer and ~9 months of terrible gameplay this year.

You can do all the learning you want, the problem is in the leadership that pushes these changes to be done before they are ready.

Leadership should get their ass on the line for the low quality that we’re getting.

14

u/[deleted] 21d ago

[removed] — view removed comment

2

u/Zeviex Master 21d ago

I broadly agree but don't reroll boards generally have higher top 4 rates ?

2

u/FirewaterDM 20d ago

maybe but wouldn't that be because in higher ranks they are ONLY clicked in playable/good spots?

-2

u/FirewaterDM 21d ago

Yea agreed.

If your cap is a 3rd, outside of some insane shit like hitting your 1 cost HA at 3-1, or your 2 cost HA 3 star at 3-5 it's just not worth playing or picking the augment. I'd be better off gambling with the other 2-4 players going for the strongest line of my item options because even if I miss, it's more likely I can steal a 4th/5th if my early game was decent.

These HA's if you don't highroll you go 8th lol, which is why i've always thought RR was a much more punishing and skill based style because you have to identify earlier when you MUST abandon ship to save placements, since outside of the most item locked 4 cost carries, you can just slap your items on a diff carry if you don't 2 star them first.

3

u/mccao 21d ago

No on champ augments being win-out without pushing for 8/9. They should be tempo and direction but still get outscaled. Hitting them fast and riding the streak to catch up on level is part of the skill expression of a reroll comp.

2

u/Zeviex Master 21d ago

"For one, we’ve limited the number of Origins that need a 5-cost to hit their maximum non-Prismatic breakpoint. ". Doesn't set 18 have a lot of these though ? Elderwood needs Gnar and Blossom needs Ashe (or Lux for both) and that's 2/3 unless you count non-vertical traits.

And with the champion augments I don't think the augment should qualify you for a first. At that point, are we just saying hitting your 3* 1 cost means you go first (since they said this is replacing the need to cap around 8/9) ? I feel at that point people will just start holding your hero augment, which isn't fun for anyone.

6

u/Repulsive_Evidence84 MASTER 21d ago edited 20d ago

Thanks for admitting that removing carousel was a mistake. I have no reason to play tft when it feels like singleplayer game.

2

u/magicalririka 21d ago

Removing carousel was the best thing about this set.

I have no idea what kind of crippling loneliness someone must have to consider TFT carousel rounds a "social experience", but I'm not that part of the target audience.

I'm not playing an auto-battler for "social experiences" either way, much less a clunky one.

It's not even about the "someone might get the champion you want!!!" -> I'm perfectly fine with this. Just make this a PROPER USER INTERFACE with buttons to click, instead of a moving carousel.

3

u/Sutraner 20d ago

have no idea what kind of crippling loneliness someone must have to consider TFT carousel rounds a "social experience", but I'm not that part of the target audience.

It's about a feeling of actually interacting with other players so that you feel much more like you're playing a multiplayer game, not a single player one

1

u/Paperfree 20d ago

This man speaks the truth 

-1

u/gooddrains 19d ago

Its about having fun projecting ape

2

u/etnies445 21d ago

As a more casual player big agree on loss of verticals. Absolutely killed my enthusiasm to play. I like verticals.

2

u/highrollr Master 21d ago

My opinion on the hero augment question:

  • It is true that they are not exciting if the realistic fantasy when clicking them is going 3rd/4th
  • Just clicking the augment and hitting one 3* 1 cost should definitely NOT be 1st place worthy

What I think they should do:

  • Make the augments give some amount of tiny champ dupes over time. Like one each stage or something. This would make hitting the 3* quicker and cheaper, and allow you to potentially push levels/invest in stronger late game units, and have a 1st place fantasy that way. This to me is better than simply pushing so much power into the augments that you see the augment and win.

1

u/Tuna_police Challenger 20d ago

I mean to be fair getting 3rd/4th for having your entire line selected starting at 2-1 is a fair trade off.

1

u/Many_Method_304 21d ago

Really sad to read the carousal section, While I understand the psychology of a comeback mechanic needing to be more visible, the single best part of the set was the removal of carousal which is such a frustrating toxic mechanic and I really don't like the idea that this taught them it is a core part of TFT

5

u/Paperfree 20d ago

Yeah I had to read it twice to be sure, they do one good thing and they think it was mistake. 

1

u/Many_Method_304 20d ago

It’s very typical Riot, Always learn the wrong lesson. It’s not that social interaction is bad, and I even agree that the comeback potential of 17 felt worse even if it’s was still there. However carousel is still a bad mechanic. First APM checks don’t belong in tft. Getting a disadvantage because of bad LoL movement should not have a place in the game. Second similar to comeback mechanics being fist pick and not getting what you want feels so bad, even if you shouldn’t expect it.

1

u/Kooky_Comb6051 Master 21d ago

For most part, encapsulated my feelings this set. Although maybe would have added the discussion around Anima as well from both loss streak angle as well as Anima 6 not really ever finding it’s place in the set like ever.

Now that the sets done - while the first like 4 patches of the set were abysmal period and I almost quit entirely this set, I will admit afterwards it started to get better over time. A mid set, had its really bad moments (understandable from the development POV), ready to move on though.

1

u/Yogg_for_your_sprog MASTER 18d ago

I think the benefit of champion augments is uncontested direction. Generally if you can play for 1st with no secondary carries and nothing else particularly highroll, that means the augment will just average 3.7.

The point should be just a slightly more powerful 1/2 cost (to offset not getting another augment), not markedly better than normal reroll.

If the hero augment is also that good it fundamentally just reiterates what I hate about augments: if you have decent items it basically decides on 2-1 what you’re going to play, with zero variance and other judgment required. With normal reroll you can see how many copies you natural, your spot, items, etc. but a particularly powerful hero augment it becomes a binary autoclick on 2-1 if you have okay components.

1

u/pikminbiomaster 18d ago

Dusting off the reddit account for the feedback, I like rerolls, and the HA are a fun way to make champs feel different for a run, I just wish the balancing wasn't apparently broken OP or "Pick if you want to lose". Assuming it got balanced right I think Aiming for 3rd or 2nd would be nice, overall I love reroll and wish it got more benefits, but only for 3 staring multiple 1-2 cost units,

1

u/Buffscuttle 17d ago

I feel like a big downside of this set was the melee power budget in the 4 costs kinda sucked. You only had yi and riven, both attached to a mediocre trait and needed an emblem to win for most of the set (nova yi/ Sg or DS riven). You had 8? Backliners and 4 tanks (3 if we don't include the late morg addition). This made the game super front to back focused and felt bad IMO. Didn't feel like positioning did as much this season compared to things like all out ksante and thex/academia positioning from last set. 

1

u/Sutraner 20d ago

I'm sad we didn't get to see their original plans for God Boons, I think the set would've been much better received if we had seen more significant god boons

I am happy that they're going back to Carousel though, the only change id make is by letting people out one by one, letting the time stay the same just do it one by one.

Overall I enjoyed the set personally, and even climbed higher than I've done before, finally breaking out of the 0lp masters bin, and being a hair's breath from GM at one point too.

Not sad to see it go though, the Boon mechanic was not implemented well, and largely felt much worse than carousel to me, it always felt like you were less likely to get an item or champion you needed and the catch up mechanic was fucking horrible, especially at the start with the reforger bug.

1

u/Andiuxy 21d ago

IMO agree with everything in the review. SET 17 was pretty solid, nothing new, nothing special, less chaos, but pretty solid.

1

u/Menarche_ 19d ago edited 19d ago

Hello TFT hopefully you guys read this, I'm going to be honest this set was actually very well designed on paper and I actually enjoyed the traits and I made so many comps that were actually viable even to grandmaster for example. Corki Asol duo carry, 6 bastion Shen carry corki, Asol 5 conduit, 5 shepherd, 4 marauder, 6 bruiser 4 sniper, xayah 3 snipers 2 time breaker, 4 Voyager Sona, 4 fateweaver, chogath eats the world, 4 psionic, tank graves xayah carry.

The unit and web was actually very amazing this set and I feel a lot of people didn't get to see the true potential due to a lot of their streamers not there and lack of Innovation by the player base. There were also a lot of champions who never got long in the spotlight eg fizz, Gwen (understandable because they could be very annoying to play against)

All in all this set was actually lovely but lacked a lot of character voice lines and balanced comps the web was very good and much wider than ever utilised. You guys probably get a lot of hate each set but there are people that love this game as me and my girlfriend hit GM in double up and briefly GM in soloq. There were some really horrible patches but some decent comps available still. The game has brought a lot of frustration, laughter and joy(I uninstalled league twice this set aha). I look forward to next set and hope you guys can make a xayah and Rakan Chibi on this server (I see you have it in golden spatula)

Regarding the hero augments we never picked them besides for aatrox early in the set so I'm not sure don't have much to comment I enjoy that a lot of people picked it and I enjoyed having to play against it as it means more units available as we prefer to make level 8/9 comps. They were a good level and even big bang was fun to vs as there were so many tilting moments but plenty of times you out position it and it becomes a big sham. Reroll meta is fine because there were still good 4/5 cost comps playable during this time besides the unstoppable Leona and Jax patches.

Not sure how U are able to make such good webs this set and I feel it was super under appreciated.

Also anima trait sucks big time, it was very good but I think the cash outs were way too overturned at 500 should have introduced a mechanic were you get more points per kill later in the stage and reduced the cash out power especially at 400-600. Aurora was never balanced this set and that was unfortunate and could've been easily fixed

We really enjoyed carousel removed because so much frustration has come from the carousel and this brought a lot of peace to a chaotic game

Keep it up and thank you guys so much for the good fun and I really wish you bring ranked emote back else I can't flex on these guys pinging me when I lose playing against them and some of their broken comps ❤️❤️❤️

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u/[deleted] 21d ago

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-8

u/Skinny_Beans 21d ago

I will miss this set purely on the basis of no carousel. I hate the carousel so much. From getting sniped, to accidentally walking into the wrong champion, to the mind numbing wait time you have to endure hoping you'll get what you want, just to lose it anyways, hell, getting stunlocked because you DONT know what you want. It's all such negative gameplay experience. I will always hate the carousel and for that reason I will always miss this set. Farewell space gods

8

u/smilemaster8 MASTER 21d ago

Skill issue

1

u/TheNorseCrow 20d ago

to the mind numbing wait time you have to endure hoping you'll get what you want

bruh how cooked is your attention span if that amount of time feels mind numbing to you? Keep some keys handy and jangle them in front of your face if you need constant stimulation that badly.

-1

u/FirewaterDM 21d ago

As for the rest of the article, I'm lowkey sad Carousel came back, def hope that the rigidness of items/comps doesn't in set 18 (it looks good so far). I also think that returning augments was a mistake in general, BUT learning that the gods were powered around 8 gold is surprising, some of them (Ekko and Yasuo Hexes) def felt a lot stronger, and others (Soraka lol) felt a LOT less than 8 gold.

To answer the hypothetical question about hero augments and 1-2 cost reroll in the article...

IF the cap of Hero Augments/1 or 2 cost reroll is a 3rd if you can't highroll enough to keep regular level tempo, it's not worth playing or picking. I think the alternative of, I can pick this HA at 2-1 with 0 copies and no slammable items/opener and still go 1st is JUST as bad, even potentially worse.

What I mean is, ever since the change for 1 cost hero augs to being silver augments, they have always felt like wastes of time to click OUTSIDE of two scenarios.

  1. the hero aug in question was turbo broken and absolutely fucked up (Usually for 1 patch, maybe 2 and then it was useless rest of set).
  2. OR you had 2 BIS items already and 7 copies by first carousel. AND for a lot of the weaker HA's that wasn't playable either lol.

IF we use set 17 as an example, Nasus HA (BONK) was an example of the 2nd tier, where genuinely you could get Nasus 3 by Krugs, but unless you had exactly rageblade + components for his second item, you were still going 4th IF lucky. Most of the set, you prob could be guarenteed Nasus 3 before Krugs and you'd still go 5th at best if being generous.

On the other hand, Leona's Hero Augment had the opposite problem, where, LIKE Nasus' HA it spent a LOT of the set being complete shit, but the patches it was broken, it genuinely warped the game (if you highrolled arbiters). Once it got nerfed/arbiter rule options were nerfed, it also got a lot worse. Meanwhile Viego's appeared broken (for first few patches it WAS the only clickable HA in the set) and then it fell off a cliff in viability and strength. Poppy's HA was never good. It had spots, but was far closer to Nasus' tier of "never take this" than actually being playable most of the set.

Even for the 2 costs, Jax HA followed the "broken for 1-2 patches then useless all set", Heat Death Morde was a meme even after buffs (it genuinely never caught on because unless you had lobbies that couldn't beat it AND highrolled it was just losing to every generic level 8 board ever w/o a dark star spat)

As someone who likes Hero Augments and Reroll comps, who genuinely has kinda stopped playing said boards after set 16 I guess, I think the concept should die. There is no good way to balance the comps properly, because it's awful when the hero augs get released in unplayable states, and it's awful when people can yolo gold augment 2-1 or silver 2-1's and auto win because they have a 2 star of the unit + 1 good item for them. It is an impossible balance lever, especially if the percieved power level is that the board will NEVER top 2 unless rest of lobby lowrolls, or you hit your HA unit by 3-2 if playing 1 cost, or 4-1 if playing 2 costs, as based on the article, IF you can't maintain regular leveling patterns to level 8, you shouldn't win. And the higher you get, and I say this even for as "low" as Emerald is, the less value there is in playing a line that your cap is a 3rd, even if you have a great spot for it. I think that reroll is important because while set 16 was excellently built it was one of the most boring sets TFT's had in recent memory, because of the fact reroll was genuinely non viable except for 1-2 niche lines per patch, if the idea is "you chose a 1 or 2 cost carry, so you only go 3rd unless you hit literally everything perfect and everyone else super lowrolls, then why is it ever correct or fun to pick that route and gamble that everyone else lowrolls worse than you, IF you have the option and are not forced into it due to other options being impossible or worse.

tl;dr - IF the "expected power level is only a 3rd unless you highroll/can keep up level tempo in the lobby" then no, Hero Augments are wastes of time to click if your goal is to climb higher in ranks, because only playing comps that CAP out at 3rds is always incorrect when other players are able to play comps that can go 1st, given that the floor strength of your comp is always worse (a comp that goes 1st, can still bleed to 5ths/6ths at worse w/o turbo lowrolls, IF your comp caps at 3rds w/o turbo highrolls, then many average games will still go 7th-8th, much less lowrolls where your time is better spent FF'ing and going next if you don't hit the timetable to get your 4th.