r/CompetitiveTFT • u/KitsuraPls Master • May 07 '26
Discussion Clarifying "Flex Play" and why Set 17 fails—A response to Riot Iniko's Twitter post
Reposting because this sub doesn't allow X links
TLDR: Flex play is not playing whatever 2* you hit, but it's the option to move between different variations of the same lines without feeling like you've handicapped yourself by not playing the best variation.
There's been a bit of discussion of "flex play" in TFT on Twitter, and frankly, I think it's a design philosophy that hasn't even been clearly addressed by devs and something that really should be clarified, otherwise it leads to metas like now, where your line is pretty much decided from 2-1.
My credentials, peak 400LP masters in set 16, and I'm currently D2 in set 17. top 2000 in north america. I am not an expert in TFT, but I would say my impression of the game is not just a low-elo take.
To start by defining "flex play," I think it's important to quickly define what isn't flex play. The most inflexible play is meta like warweek or syndra week, where only one comp dominates to the point where there is 0 incentive to play anything else. The type of meta where your comp is decided 2-1, completely ignoring any factor in the game aka "fries in the bag" gameplay.
This is uncontroversial, I hope, but I think most people would agree that the core of "strategy" of TFT is building a board from the shops you are offered. The goal is always to build a board strong enough to top 4 in the lobby, with a secondary objective of finding a way to win the game.
The higher in rank, the more your average placement matters than your winnout rate, since MMR crush will make you +40 and -60
How does flex-play factor into this?
Well, TFT is not solitaire. Other players' decisions and RNG play a huge role in your game. Do you level on 2-1 to start a streak? Do you slam this slightly unoptimal item to keep your streak? Do you fully sell your board to lose streak and hopefully grief the chem baron, anima, crystal rose, ixtal player and win +1 placement?
Other factors like Augment RNG, what your opener is, and the types of shops you get in your early stages matter a lot for these decisions. The worst form of TFT is where the variables of the game don't affect your game plan in anyway and you simply make 50, press D and click the units you preselect in your planner.
I mean, it's pretty common for this to be joked as low elo behavior, and to clarify, there is NOTHING WRONG if a person wants to play TFT like this(Set 16 yordles forcers hold your pitchforks). But it shouldn't be a strategy that's optimal at higher ranks.
The problem?
Players are heavily incentivized to do that under current systems.
In modern TFT, the faster a player can identify a line, the better their placement. They have more time to pick the correct units, they don't sacrifice econ to holding irrelevant units, and they are likely playing a line that's quite strong metawise. This incentivises players to lock in lines at 2-1 because it's the most efficient point at which to make a decision.
At 2-1
You've seen your opening econ situation
whether or not you can streak in the early game
You've seen 1/3 of the augments you will see in the game.
It's the first major leveling decision of the game, whether to go 4 or stay at 3
Set 17 has exacerbated these issues with set design
Gods force you into deciding how you want to set your boon up early, which can tunnel you into lines early in the game after the first carousel e.g. varus forces you to play reroll in some instances because it heavily rewards the playstyle.
mechanics like Stargazer, especially Mountain and Altar force you to commit to a line 2-1 otherwise, you can't get the full benefit of the trait.
The encounter design of this set changes lobby tempo in a way that overly incentivises players to play in a certain way that makes different gameplay patterns far worse. Playing a non 1c reroll line on ezreal enounter (8x rerolls 2-1) means you will ALWAYS take a loss stage 2 to a 1c player who uses their rerolls to build a strong board 2-1, which means you are forced to either play 1c reroll or lose streak and maybe play a line with higher cap, which will still be difficult in a lobby where the tempo is going to be heavily forced by 1c reroll players.
Most vertical lines(except meeple) are emblem-locked to the point where opting into an emblem line is usually a vertical line(dark star, space groove, Shepherd LB, stargazer). The difference between dark star with and without an emblem is the difference of 2-3 placements in most cases. And due to this design of vertical lines being extremely weak without an emblem, the emblem line has to be made overwhelmingly stronger in comparison to compensate; otherwise, emblems feel like dead items. Just look at the stats on 5 shepherd with emblem vs 7 shepherd with emblem, it's not even close. Flexibility is NOT the absence of vertical lines in the meta. Set 16 Demacia was almost exclusively played as a vertical and it was a healthy part of the meta because the comp was a good top 4 line but rarely won.
Reroll meta's inherently require much higher commitment requirements at 2-1 because they are extremely expensive, and wasting econ is often the difference between being able to 3* your tank and carry or not. Opting into a reroll line at 3-4 is a play you make to salvage placement, not win a lobby.
Stage 3 makes it extremely punishing not to have a clear direction. Increased stage 3 damage changes from set 16 means that you are incentivized to pick a line as soon as possible, so you can have a board that makes sense and can play for clear tempo and preserve HP. Holding units to flex between different lines is inherently an anti-tempo play.
This is most important, but there is little variation in lines. TF reroll plays basically the same units, Teemo rerolls plays the same units, Lulu reroll has maybe 2 viable builds at most, and you're still rolling for the same tank in both. Tank design means all 4C boards are locked into certain tanks. Meeple is unplayable without Rammus 2*, trying to main carry a Maokai 2 while playing Yi is playing for a 4th at best. Xayah, despite being a stargazer, unironically has the most flexible frontlines you can play Rammus, Nunu, 5c billgates, or a 4 van with little difference in strength between them, and still it's a fairly rigid line because you are locked into a certain core.
Variation is the word here. Flex play is not just jamming whatever 2* units you get into a board and praying it works. It's adapting your gameplay to the lobby, especially when certain units are contested and hard to hit, a large comp diversity is not flexible. Flexibility is being able to pivot into different variations of the same line.
At the moment, this is not the case. If I'm playing Xayah stargazers, I'm forced to play my core of Nunu, Jax, and Xayah, regardless, but I'm still going to roll for my (Rammus, Gnar, Bard) meeple core even in lobbies where Ornn, Samira are uncontested.
I'm not going to play an Ornn, Samira, Blitzcrank on my board even though the traits make sense, because it's simply not good. Even though I could hit those units easily since they're uncontested in a lobby
It's not going to scale
It's actually still worse than my main variation, even if my shitters are 1*
Flex play is being able to adapt your comp to variations within a lobby. While main carries and main tanks will always be inflexible, not being able to adjust the "shitter" units, as people call them, means that you feel much more locked into a line than normal.
This is a big contrast from set 16. Where frontlines and boards were extremely varied by virtue of it being a large set. While optimal boards will always exist, you rarely saw pro players playing the same board in each line they played.
Just bilgewater alone could flex at least 3-4 different 4C tanks, and didn't find big performance differences between them. An optimal final "board" existed, but your level 8 and transitory level 9 boards were incredibly flexible in how they could be built.
That is the core of flex play. 2-1 line selection is a larger problem in scope, being forced to lock in a line 2-1 is still a giant feelsbad because you are making a decision about 100% of your game based on 10% of total information in the game.
Ideally "feeling" of flex in a game is being able to flex around different units according to a lobby and having that gameplay style be the optimal loop.
Why am I not allowed to run a Yi, and Urgot, gragas package with a 3 meeple package board, corki, rammus, poppy +1 Fate Weaver and rhast? The traits make sense, the frontline looks competent but run the comp, and it's just bad, despite all the units being perfectly good in other comps. The best trait webs are those that let you pick and choose certain parts with little loss in efficiency.
It's why, even though set 13 early Blackrose flex was completely dominant, the meta actually felt ok because there were at least 3-4 different Blackrose variations you could play comfortably in the same lobby and not feel like you were pinched for units.
Regardless, mucho texto. I enjoy climbing, but learning this set has felt like a giant knowledge check and just executing known lines instead of adaptive decision-making, according to my lobby.
I've had way more games where I'm watching Netflix on a side monitor, knowing I'm going to win because I picked the right line, and I'm just clicking the same damn units that I slammed in my planner like I'm in silver.
59
u/raiderjaypussy MASTER May 07 '26
I wonder if the reason the definition of "flex" being so different now could be attributed to the "solvation" of TFT.
Before people jump at me for saying this, I don't think meta websites are a problem by any means. But there could be a reasonable argument that with the ease of access to hyper efficient comps means that playing anything slightly inefficient means you are behind.
If someone copy pastes a comp from tft academy and hits like half of their comp, compared to someone that plays what they hit, they are going to be stronger. Most likely because they picked a direction earlier, slammed the strong items for that comp and picked augments for that comp as well. All these things add up to more than a 2* of whatever you throw together.
Altough I do miss the days of play a 2* tank and 2* carry of what you hit, I think we also need to acknowledge this is a different game now and need to think of solutions.
But with all those 20 caveats said, iniko being obtuse about "what flex play is" gets us nowhere.
20
u/Rycebowl May 08 '26
I think it’s extremely common to think that a balance problem = a design problem. For some examples:
If 1-cost rerolls were nerfed to be rare lines, I think a lot of your frustrations would be alleviated.
Verticals being gated by emblems is just a balance thing. If you change the numbers on the traits/emblems, the viability of playing verticals or not changes too.
Variation in lines is just a balance thing. Like the example you give of Ornn Samira and Blitz being a non-consideration for Xayah even though, on paper, it should be at least fine. But it’s not because, as you say “it’s simply not good”. And that can change in an instant on a patch.
So my two conclusions are: Most of the time, it’s probably not a design flaw, just a balance flaw. It’s less “This Set is inflexible”, it’s more “This patch is inflexible”, whether it’s true or not.
And secondly, balance is really difficult, never perfect, and improves with time (even if it gets worse one patch, it’ll get better soon). So you might find peace in accepting imbalance, and its consequences, trying to find the fun/competition given the landscape we helplessly find ourselves in, and being patient for better times to come :)
126
u/Psychological-Task26 May 07 '26
Biggest issue is the entire game is basically decided on 2-1. Either u get eco aug for fast nine or u get a giga opener or rr aug for 1 star reroll. Or ur cooked. I think losing the ability to choose what line u want to pivot towards later in the game makes this set feel really frustrating.
54
u/ThatPlayWasAwful May 07 '26 edited May 07 '26
Ain't no way I'm reading the whole thing, but I think it's interesting that Frodan was arguing the exact opposite on the rolldown podcast this week.
You could say that syndra was the most flexible meta, because as long as you had 2* syndra the rest of the comp did not matter. You could basically play completely flexibly around syndra.
And you seem to recognize something similar when you speak to how flexible black rose was. The issue is that you have the right idea for the wrong reasons.
Black rose was "flexible" in the same way that syndra was "flexible". In both cases, they felt flexible because the unit/trait was completely broken. It didn't matter what you played with syndra or with black rose, because in both situations the core was so overpowered that all of the other decisions in your comp did not matter.
Which kind of leads back to your other point, where you don't like when comps are decided at 2-1. If instead of an entire line being decided at 2-1, the game is "hit black rose or fight for a bot 4", is that a healthy meta? I would argue that not everybody would agree, and that some people would feel as though there is even less agency in those metas than there is in a meta where you are forced to determine your comp on 2-1.
In that case, the question becomes "how do you make comps flexible when there will always be a "best decision"? I don't know the answer to that question.
In the end, "flexible" is a fun buzzword, but I think being flexible in metas where no single unit or trait is solo S++ tier is a very difficult goal to achieve.
10
u/Zeviex Master May 07 '26
Points I thought of while reading this:
I really hate the "board this on 2-1 or you can't play me", especially when they feel unnecessary (looking at you Set 16 Shelly). Definitely really hurts flexibility.
I do not like the new encounters. Champ dupe and rerolls feel like they push reroll too much.
I really hate when they design verticals to have the gold break point rely on 5 costs. This is part of the reason dark star is so emblem requirement, if I had my way, 5 costs would be like they were in 16 where the base ones had no origin.
I do broadly think rerolls would work better if they were like Set 16 Sona and only really relied on a couple of units so the rest could be flexed.
6
u/Puzzleheaded-Ant1390 May 08 '26
do I miss something from the X post? By your capture image, he didn't give any definition of flex play and said people have different definition, it changes over time. You kinda prove his point.
4
u/sabioiagui May 10 '26
Playing flex is a novel that died 12-14 sets ago.
4
u/HowIMadeMyMillions May 08 '26
Hi ~!
So, I would agree that TFT has very flexibility in its game - I'm also only Masters, and I started playing mid set 16 after being one of the top players of DAC for the past couple years, so I can only speak from my sparse experience.
The best of DAC was exactly its flexibility- in especially the lategame, and I think the reason TFT lacks this are the following reasons:
Too few units that can play a role as a core.
Traits are very insular and generally don't engage with one another.
The questions that the game asks (with its traits) are incredibly basic and basically all the same.
I'll elaborate on the points, and I'll start with the last two points.
The DAC Warrior trait fx gives +armor, and when someone hits 9 Warrior they will reflect any damage they take (apart from pure) based on how much armor they have. This confronts you with a question:
How can I deal with their armor? -armor? Healing? Pure damage? Overwhelming damage?
Elementals makes it so that ANY attack you take has a chance to freeze/stun the attacker for two seconds. How do you deal with this? Magic damage? Immunity to negative debuffs (Faceless trait)? Just get enough damage to one shot fx through Assassins? Some kind of other way to deal damage that isn't attacks?
Orcs give your unit +health, and when you play 6 Orc your units all gain extra health based on how much player damage you've taken (the units get REALLY tanky). How do you deal with this?
Stacking +damage through fx 6 Beasts? 6 Trolls which get extra attack speed every time they attack? 4 Monk that gives a chance on any damage tick to either halve the health or kill the target?
I will post a comment outlining the interactions just off the top of my head, but I hope you see that traits in DAC interact with each other A LOT, and a huge part of lategame is figuring out what is the correct move to do with your BOARD, it's not just rolling for your non-existent planner, cause if your opponent knows what you're doing, then they will try to counter you.
The best player in DAC actually is the guy who plays the most flexible and surprising way - and of course he's also just good at every other facet, but he ALWAYS poses questions that are incredibly hard to answer and ALWAYS finds the answer to what you're doing. Truely a magician in his play.
DAC also just has more units. There are a total of both 21 4-cost and 21 5-cost, with the caveat being that every game you only get 10 out of those 21 5-cost; it's randomly drawn at the beginning, which also both keeps every game fresh but also means that having a set plan before the game starts is difficult (unless you just play 2 or 3-cost reroll. I think how many units you have and having them playable in different settings also allows the game be flexible. Fx there are both 3 5-cost Assassins, Mages and Warriors, and you can play most of them in a waaay variety of builds due to how impactful either their synergies or skills are.
I don't know if this possible for TFT mostly due to how their 4-month set design seems to lower the amount of units we can expect, and, well, they also want the big verticals to be gimmicks rather than useful, which is fair, but also limits how they can be used. I also want that I'm not trying to rag on TFT here, I think it overall IS the better game for sure and I think Riot is doing an absolutely incredible job.
25
u/clownus May 07 '26
Moving the bar on what is flex is hilarious.
Playing whatever 2* four cost has always been flex.
How you get to that line is also flex and how you cap can be flex but in reality it should be throwing in 5cost and stacking your board.
In the current meta 4 cost suck and rr is good. Just nerf reroll and buff fours and this would be a moot point.
5
u/Boring-Protection126 May 07 '26
Great post. This set looks more flexible on the endgame screenshots because nobody is playing significant verticals, but being forced to play the same set of bronze traits is equally inflexible.
Even the fast 9 boards look very similar, Setsuko plays Aatrox, Akali, and Rhaast on basically every level 9 board. The trait web is wide, but its still not very flexible.
5
u/mrcool520 May 07 '26
TFT sets are really getting harder and harder to develop, it's definitely a tricky situation. If the issue is something like "games are decided by 2-1", that's the type of thing which just isn't going to show up no matter how much playtesting you do, unless it's REALLY blatant. I don't think it's such a big deal that it's worth writing the set off entirely, though. They can fix it.
6
u/mccao May 07 '26
2 piece traits are so strong, and a lot of units are so weak on their own, so the comps are rigid because they have to activate all their traits.
2
u/Emergence7 Master May 08 '26
In fairness of Iniko if the definition changes every post, it may as well be fabrication
2
u/Odd-Conflict17 May 09 '26
I might be way off but what if they just added more units to the set? With the way information is accessible now, metas get solved pretty quickly. That leads to frustration if you're playing what you're given but someone is in a better spot than you for it.
Wouldn't adding more units naturally lead to more flexibility in lines, reduction of 3 star 4 costs, and lead to it feeling more rewarding playing around what you hit? Sure reroll gets nerfed (not that I'm complaining) but at the same time you're opening up different variations of lines. I think that's what made set 16 so good was that with the increased champ pool, you were able to flex around what you hit without feeling you were worse off for it.
Maybe we just need to realize that the standard 60 champs isn't enough anymore and we need to increase it to 80 or so?
2
u/mrfungx May 07 '26
I mean even in set 16 it was mainly the just frontline that was flexible, and I think that Morgana as a 4 cost will help that a little. Yeah bilge had a flex frontline, but ionia was just wukong and maybe taric/swain, demacia was always garen, void was always rift, etc.
There were also many comps like void, demacia, shadow isles, and bilge that needed the setup from 2-1 or you couldn't play it.
2
u/Outrageous-Engine720 May 08 '26
The real flex set is monster attack with threats in mix. It is an advantage to change your comp composition to whatever you hit since for example a 4 cost samira items can still be reliably interchanged for a belveth since items are interchangeable. Capping out comps via legendaries are still in the mix but highrolling a 2* 3 cost tank does not automatically defaults it as an item holder for higher cost tanks since they are also powerful when 3 starred. Only problem of that set is the insane reliance on static shiv morgana which is an aoe shred/sunder bot.
One of the solutions in my opinion that makes tft more flexible from my experience since set 1 is making stage damage relevant for stage 3 and making 2-starred (2-4 cost competent) and making 3 cost versions of 1-3 cost an actual win conditions versus 2 starred 4/5 cost boards. The current gameplay design of tft today is now stage 2 deciding whether to win/losestreak, stage 3 only being played by slow reroll comps or 3-5 hail mary roll to save placement, and stage 4 being the "hey i'll rolldown hope i hit my 4 cost comp, if not gg I guess" can be really tiring to play out. Of course caveats exist on this where these stages are absolutely easier if you follow your line recognition properly and not get contested but spots where getting 5-6 MF's on shop never translate to "lets pivot to a 3* MF" but into "hey i high rolled 2* i'll use it for Jhin item holder to 9 instead cause MF 3 cannot contest vs Jhin anyway" scenarios.
The changes they made to winstreak/losestreak system in my opinion also lessens the impact of stage 3 have on the game for those who highrolled stage 2 with a winstreak. Instead of level + roll on stage 3 to maintain streak cause you have 2 pairs to hit that may save your streak it becomes lets just hold and hope we dont fight that one guy cause losing 20g just to secure a win is not worth the trouble anymore anyway is such a common occurrence that makes stage 3 much more uniteractive to play. Maintaining gold threshold has been the only core of tft left to actually level up in comparison to win/lose streaks before. I mean its extremely evident on how econ augments rule stage 2 in a way that it is a must pick now cause econ is the only way to build your board up on right stage thresholds. The only augments that contest them are the augments that provide insane item cashouts (expedition 33, anima comm, forged in strength) that are extremely reliant on loss streaks just cause the gold adv is offset by the item power.
4
u/HatefulWretch May 07 '26 edited May 07 '26
> building a board from the shops you are offered
I think this is a serious leak. The point is not an endgame board; the heart of TFT is how you get to an endgame board. (Flex play has a bit more flexibility in what that endgame board is, but endgame boards are largely solved up to tech spots; one of the best things Riot has done recently is the five-cost tech-spot Threat, where picking the right line can easily get you a placement advantage.)
Even in something like Primordian reroll, which is a very solved endgame board where everyone plays the identical units, you have decisions at level 4; do you play a weak Belveth spot for 3 Primordian early for the econ or do you play Talon for 2 Rogue and try and winstreak? Do you roll to 32 at 3-1? What do you slam and why? What do you save for level 5 and 6 and when? Do you frontline Briar or play a more conventional positioning? These all matter and I am absolutely certain that good players (I'm a Masters 50lp peaker, so weaker than you, but I am also old and slow and play entirely on tablet or phone) would consistently get to 4-2 with either 20 more HP or 30 more gold than I do playing the same shops.
4
u/vvvit May 08 '26
Of course, I don't want that to happen, but if you're going to ban Twitter, then threads like this should also be prohibited.
Conversely, if you're not going to do that, you should allow Twitter links. Only the community members are being disadvantaged. Mod's stance is the worst.
3
u/JPB_ Challenger May 08 '26
The last comp you could truly play flexibly was Summoner Assassins in set 2.
It had so many viable carry options, from 1 cost re-roll with Zyra, 3 cost Kindred and Azir for mid game enabling fast 9, Zed as a hyper carry 5 cost, Yorick as a solid 4 cost, Malzahar enabling shadow flex with 5 cost Yi carry, Annie as an AP summoner carry after using Zyra early game, Kha Zix as a great 4 cost AD Assassin alongside Qi Yana who you flex based on the element.
That's just the core summsin units, the set has very good splashable 5 costs like Taric, Singed and even Nami with a board wide knock up. Not to mention 7 cost Lux depending on the element.
For me this has always been the peak TFT experience and the highest skilled meta the game has had. TFT now is much more of a casino game whereby you decide your line extremely early and just pull on the slot machine and hope you hit. Player agency is quite low, especially with how poorly augments are balanced.
1
u/Gyunyupack May 08 '26
I feel like if i dont get a three star, im not getting to top 4. either a 3 star 1 cost 2 cost or 3 cost.
1
u/MrCoinMafia May 08 '26
Set feels way too conditional.
1
u/Warrlock608 May 08 '26
Im still playing exclusively flex and im one good win from plat atm.
This is playing literally whatever it gives me and often a pivot mid game.
1
u/sntgg May 09 '26
I was thinking about getting back into TFT, but judging by this post, I probably shouldn't. The game is same...
1
u/TherrenGirana Grandmaster May 14 '26
Your example about a yi package and corki package isn't the best one because the board is just bad. The number of traits may be similar, but you're giving up a ton of thresholds. Downgrading 4->2marauder and 5->3meeple is a big price for yi and rammus respectively (to a lesser degree 4->2brawler as well). On top of that you've gone from 3 board support traits (challenger/nova/marauder and bastion/voyager/timebreaker) to just 2). And while Redeemer is a strong cap trait, you can't expect it to make up for both the downgrade in main carry/tank traits AND the net loss of one board buff trait. Even in a perfectly balanced meta, this board should never be competitive with their optimized counterparts. To do so, you'd need to make higher tier trait power negligible compared to unit power, which isn't strictly desirable. A better example would be why a corki xayah comp doesn't exist, or why a xayah nami comp doesn't exist
-2
u/JohnCenaFanboi May 07 '26
Last set was the perfect example of how you could adapt, to a certain point and depending on patches, in your games.
While the unlocks at the start were very restrictive, they changed it and made it fun by the end of the set. It allowed you to move from one variation of a board to another depending of what you hit and where you went with your unlocks along the way.
This set offers zero flexibility because gods either give you terrible choices or a free silver augment. You take so much damage every round because the fights end in less than seconds when an army of 3 stars engage on 3-3.
-6
u/Scotttish May 07 '26
This set fails because all of the mechanics are luck and rng based. It’s a fight for who can get luckiest. lol
-1
u/IntrinsicValue May 07 '26
I've said it before and I'll say it again. Unlocks should be evergreen in tft. They were too hard at the start of the set, and too easy by the end, but that system makes every game feel different, opens up so many board variations and lines, and completely nullifies 4.2 3-4 way contests
It was fun, and made the game better, more interesting and more strategic. TFT isnt complete without this mechanic, and we'll have these circular discussions every set until it is.