@Mortdog I love TFT. It& #39;s my number one comfort game atm, both on PC and mobile. I want to deliver this feedback because of how much I love the game. My feedback is this:
The carousel fucking sucks and has ruined games for me in a way that feels frustrating.
The carousel fucking sucks and has ruined games for me in a way that feels frustrating.
I love these things about carousels:
* It& #39;s an elegant rubber band
* It opens the door to some amount of open fort / sandbagging strats to get early pick
* It asks you to make decisions on multiple axes (champ / item / sellback value)
* It can throw serious curveballs
* It& #39;s an elegant rubber band
* It opens the door to some amount of open fort / sandbagging strats to get early pick
* It asks you to make decisions on multiple axes (champ / item / sellback value)
* It can throw serious curveballs
Here& #39;s everything I hate about carousels:
* First and foremost, the gamefeel of the input is just garbage. Just straight up dumpster-tier the worst, I can& #39;t believe this shipped level of awful feeling
* First and foremost, the gamefeel of the input is just garbage. Just straight up dumpster-tier the worst, I can& #39;t believe this shipped level of awful feeling
* Movement near other moving entities is the weakest part of League& #39;s engine. The infamous creep block is hated for a reason.
* League has variable size hitboxes that read poorly from isometric perspective.
* It has poor movement prediction around these
* Pathfinding is fickle
* League has variable size hitboxes that read poorly from isometric perspective.
* It has poor movement prediction around these
* Pathfinding is fickle
* Visual information around who snagged what is impossible to read until players move apart
* Chasing a unit that moves away from you along a curve asks you to move very precisely with a movement system that is anything but.
* Chasing a unit that moves away from you along a curve asks you to move very precisely with a movement system that is anything but.
The 1-1 rush for a specific item/unit (particularly in lilac galaxy) is the worst offender for the above, but simply going for a contested item halfway between you and your turn partner is also an awful feeling.
This is all 100 times worse still on mobile.
This is all 100 times worse still on mobile.
Aside from the poor gamefeel, I also dislike:
* Importance of item gained from carousel goes up with game time; getting only items that don& #39;t fit your comp while your enemy gets the dark star spat that takes them to 9 dark star is just awful
* Importance of item gained from carousel goes up with game time; getting only items that don& #39;t fit your comp while your enemy gets the dark star spat that takes them to 9 dark star is just awful
* Counterpicking or hate picking is a weak strategy in competitive games for carousel; items tend either fill a sharp need (specific synergy spat or make or break item for carry like RFC on Yi) that you& #39;re unlikely to have or they& #39;re broad enough that there& #39;s no point countering
* Finally there& #39;s just so much dead time in carousels during which you can& #39;t even fiddle with your unit positions or items. It really slows games down.
I don& #39;t know what the answer is. The amount of output RNG seems mostly fine outside of very specific situations, the ceremony of making a dash for a unit you want is funny, and the rubber banding is great. I just wished it was literally any other input.