But randomness will be more noticable, now you cant rely as much to build specific carry even tho noone else is contesting it. Its all about balancing randomness factor with predictability. If there is not enough predictability then the game would feel very coinflippy.
It's better to just design champions to be more flexible in different comps so there will be more choice between them. It's already part of tft design that some of 4cost is to be flexible and part of 4costs is much more narrow in their usage. So thats more about set design with balancing flexebility between diferent traits. But if there too much flexebility then flex play is always better then vertical, which is bad for many players that want to see specific trait fantasy, not just sweaty minmax flex comps in top 4 every game.
Oh yeah I 100 percent agree. Maybe it'd could be worked out, but it is certainly something to consider and balance when particularly looking at how many more champs you would do.
4 cost balanced? What's the point if you can't even confidently hit 2 stars, let alone 3. It would be a hard 3 cost meta, and that's boring in my opinion. You would be punished if you dare go level 8 or 9.
i mean across sets i think it has been the same recently just looking at set 10 and 11, with the exception of units like akali breakout and xayah/rakan - really i dont think its a unit size issue because as I remember set 10 did not have this issue mainly because there wernt comps that played an egregious number of 4 costs - you just couldnt, they wouldnt line up most of the time in set 10 comps can only fit 2 4 costs, backline and tank, thats it, maybe 3, while this set is typically 3 or even 4 comparing things like disco dazzler, superfans karthus akali, truedamage cait, heartsteel ezreal zed (flexes between zac and emo poppy frontline) etc to 4 invoker lillia annie (egregious), new 4 bruiser build/my variation with 2 bruiser morgana wukong over 2 ass bruisers, dryad fated, trickshots, sage sylas, etc last set also is helped a lot by zac and thresh, edm/country being heavily reroll and not needing their 4 costs until later when people have moved on from flexing with what 2 star 4 cost tanks they hit to 5 costs, compared to this set galio/sylas, annie nautalis lillia synergy, annie/ornn/azir/udyr synergy,etc thats also why things like warden sniper ashe and duelist lee can be so viable because they only have 1 necessary 4 cost (nautalis not needed 4 warden frontline main), ashe and lee, so makes the board cheap but strong So really its just a set design issue 2 issues annie, lillia, nautalis / ornn, azir, annie galio/sylas useful/needed for irelia/trickshots/melee builds basically annie invoker too much synergy, compared to poppy counterpart heres a funny theoretical contest everyone's 4 costs comp tactics.tools/team-builder/QC4VxWpXwYIEvZtFnazG5b note i love set 10 units and traits, but i dont like the headliner mechanic still, especially because of how most of them are dull and boring and made the bis augments to be ultra boring woo pog i got cyber bulk - the +1 trait aspect im not against even if it makes things harder, because also promotes skill expression
ok but the amount of fundamental game mechanics that would have to be completely reworked makes this not worth it at all. This is just like saying “they should make league 6v6” or “they should’ve make overwatch 5v5” for pretty much no reason
Game will have more randomeness factor you have to operate with by scouting even more players and more times then its now not hitting your champions that noone is contesting even.
we do need a minimum # of units such that 6-8 players aren't contesting each other due to pigeonhole principle though, so it is possible to swing the pendulum too far in the "too small" direciton. Imo this set has felt slightly too small and interconnected, I think 2 more champs at each tier would open things up massively.
@@truongnguyenngoc5754 I don't have all the math in front of me, but there's some combination of more units+1 shop size that keeps balance, while allowing more unique boards to be possible.
Let's say you want to 2 star your Wukong but have only 1 and you also have 50 gold, and in the bag, there are 2 Wukongs, 3 Azirs, 3 Irelias, 3 Setts, 3 Udyrs, and others. Adding 2 more of each champion to hopefully get the champion you want doesn't help.
The only thing that is beneficial for having a bigger bag size is to have players hit their comps easily with our having to be bummed out that someone is playing the comp as you.
It'd be harder to force comps but it would reward flex play style, which I personally like.
But randomness will be more noticable, now you cant rely as much to build specific carry even tho noone else is contesting it. Its all about balancing randomness factor with predictability. If there is not enough predictability then the game would feel very coinflippy.
It's better to just design champions to be more flexible in different comps so there will be more choice between them. It's already part of tft design that some of 4cost is to be flexible and part of 4costs is much more narrow in their usage. So thats more about set design with balancing flexebility between diferent traits. But if there too much flexebility then flex play is always better then vertical, which is bad for many players that want to see specific trait fantasy, not just sweaty minmax flex comps in top 4 every game.
Oh yeah I 100 percent agree. Maybe it'd could be worked out, but it is certainly something to consider and balance when particularly looking at how many more champs you would do.
Add 1 more shop slot fk it
Fk it add 2 while they're at it
dude imagine an augment that givesyou extra shop slots right now. Since tham encounter can eat shop slots, why not add some
@@danielchin4198 would be prismatic augment for sure
Point understood. counterpoint, though, if the 4 costs are all relatively balanced with each other then people won't contest the same carries as often
4 cost balanced? What's the point if you can't even confidently hit 2 stars, let alone 3. It would be a hard 3 cost meta, and that's boring in my opinion. You would be punished if you dare go level 8 or 9.
That implies a perfect world where a game that doesn't even keep the same units for 4 months can keep all those units balanced as well
i mean across sets i think it has been the same recently just looking at set 10 and 11, with the exception of units like akali breakout and xayah/rakan - really i dont think its a unit size issue because as I remember set 10 did not have this issue mainly because there wernt comps that played an egregious number of 4 costs - you just couldnt, they wouldnt line up
most of the time in set 10 comps can only fit 2 4 costs, backline and tank, thats it, maybe 3, while this set is typically 3 or even 4
comparing things like disco dazzler, superfans karthus akali, truedamage cait, heartsteel ezreal zed (flexes between zac and emo poppy frontline) etc to
4 invoker lillia annie (egregious), new 4 bruiser build/my variation with 2 bruiser morgana wukong over 2 ass bruisers, dryad fated, trickshots, sage sylas, etc
last set also is helped a lot by zac and thresh, edm/country being heavily reroll and not needing their 4 costs until later when people have moved on from flexing with what 2 star 4 cost tanks they hit to 5 costs, compared to this set galio/sylas, annie nautalis lillia synergy, annie/ornn/azir/udyr synergy,etc
thats also why things like warden sniper ashe and duelist lee can be so viable because they only have 1 necessary 4 cost (nautalis not needed 4 warden frontline main), ashe and lee, so makes the board cheap but strong
So really its just a set design issue
2 issues
annie, lillia, nautalis / ornn, azir, annie
galio/sylas useful/needed for irelia/trickshots/melee builds
basically annie invoker too much synergy, compared to poppy counterpart
heres a funny theoretical contest everyone's 4 costs comp tactics.tools/team-builder/QC4VxWpXwYIEvZtFnazG5b
note i love set 10 units and traits, but i dont like the headliner mechanic still, especially because of how most of them are dull and boring and made the bis augments to be ultra boring woo pog i got cyber bulk - the +1 trait aspect im not against even if it makes things harder, because also promotes skill expression
like more units and bigger groups so not 8 but maybe 10 player
ok but the amount of fundamental game mechanics that would have to be completely reworked makes this not worth it at all. This is just like saying “they should make league 6v6” or “they should’ve make overwatch 5v5” for pretty much no reason
Game will have more randomeness factor you have to operate with by scouting even more players and more times then its now not hitting your champions that noone is contesting even.
we do need a minimum # of units such that 6-8 players aren't contesting each other due to pigeonhole principle though, so it is possible to swing the pendulum too far in the "too small" direciton. Imo this set has felt slightly too small and interconnected, I think 2 more champs at each tier would open things up massively.
I definitely see what you mean....Sylas, Galio, Ornn im looking at you ...
just make shop bigger
And why do you think it will solve the problem?
@@truongnguyenngoc5754 I don't have all the math in front of me, but there's some combination of more units+1 shop size that keeps balance, while allowing more unique boards to be possible.
The probability would practically stay the same, or even get worse when hitting for specific champions.
Let's say you want to 2 star your Wukong but have only 1 and you also have 50 gold, and in the bag, there are 2 Wukongs, 3 Azirs, 3 Irelias, 3 Setts, 3 Udyrs, and others. Adding 2 more of each champion to hopefully get the champion you want doesn't help.
The only thing that is beneficial for having a bigger bag size is to have players hit their comps easily with our having to be bummed out that someone is playing the comp as you.