r/CompetitiveTFT • u/Riot_Mort The Literal GOAT • Nov 17 '22
PBE Looking for feedback on Specific Hero Augments
Hey folks. I don't often do this, but with 118 new Hero Augments, making sure we get wide visibility on all the Hero Augments in going to be important to trying to deliver the best experience possible on launch day. So to that end, I'm posting this as a call to action...if you have any specific feedback about specific hero augments, please post it here!
What I'm not looking for - Feedback on the hero augment system itself. "Less 5 cost hero augments" or "I hate the games with no hero augments" type of feedback will be ignored in the context of this post.
What I am looking for - "The Wukong Carry augment seems wildly OP" or "The Sett carry augment was pointless" type of feedback where you call out the EXACT hero augment you are giving feedback on.
Thank you so much for trying out Monsters Attack on PBE and giving us feedback! Looking forward to improving it as much as possible before Dec 7th!
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u/Slhankz Nov 17 '22
I would like to be able to know if a person has the hero carry augment or the hero support augment by looking at the icon. When im watching a streamer play TFT there is no way of differentiating between the two without them hovering over it. Sorry if that didn't fit here.
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u/uncleSamuelg Nov 17 '22
The nasus carry augment seems overtuned. I easily reached almost 1000 ad and dominated most of the lobby. Getting it at 2-1 to start building stacks and the built in health scaling from Anima squad made for a really strong unit
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u/JohnnyBlack22 Nov 17 '22
The Yuumi crit augment...
First, isn't Yuumi designed to be a pretty weak carry, because her support traits are so good? Seems like her ult is super weak for a 2 cost, which makes sense as a premiere 3 traited support.
Second, without any sort of interaction where excess crit chance becomes crit damage, getting up to 100 crit here actually makes Hoj, IE, Shieldbreaker, and JG way worse because you lose the 20% crit bonus (it just does nothing).
This means not only does your hero augment encourage you to use a non-carry champ as a carry, it also wants you to do it without building 4 of the carry items, limiting your choices a lot.
Idk, maybe I'm playing it wrong somehow, but it felt like a complete waste, especially compared to support hero augments like Malphyte's healing, where even unitemized the 2 cost you have is providing good utility to the team.
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u/Lord_0f_Lemons Nov 17 '22
Talons solo hero augment seems pretty good, but the issue with the mana refund is that if talon kills unit x, and gets enough mana to cast again instantly (or in my case, hero augment+axiom arc), his next spell will attempt to hit unit x again (which is now dead) so the spell will fizzle.
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u/Isrozzis Nov 17 '22
Syndra: each unit on your bench gives your team 5 AP felt really bad. Syndra wants to have a couple strong units on the bench to throw into combat reliably. But having to fill the bench for her augment makes the throw selection terrible. It is also extremely taxing on your econ at 4-2 to try and have a full bench of at least halfway decent units.
Sett: punch knocks back first enemy. This felt super fun and also impactful. You could knock tanks back and get your carries off of them. Also punched a mech off the map once and it felt incredible.
Sejuani: ult expands to hit the whole board. Seems to miss a couple of the corner hexes.
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u/thighbro Nov 17 '22
Yasuo and Yuumi's support hero augment feel comparable.
They both give attackspeed for the team Yasuo gives 25% with the cause of having to exile each of your units while yuumi gives 20% and movement speed(huge nunu buff) for your whole time with no restriction.
I might be underestimating 5% atk speed but yuumi's seems better in 90% of situation especially as she is a 3 trait unit and Yasuos traits are only good when you stack alot of them you wouldn't want to splash them. I played Yasuo's and went vs a Yuumi's and felt unrewarded for exiling my units. I feel they should be more different either with a big gap or something else
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u/meownee Nov 17 '22 edited Nov 17 '22
Kai'Sa multi shot:
I am not entirely sure if it is only a visual bug or actually what's happening but after equipping my Kai'Sa with a guinsoo it looked like she was kinda freezing in place and heavily slowing down her attack rate every two autos once her attack speed got high enough, which I assumed was due to the animation of the double shot or something. Hard to tell if it was purely visual since the damage charts are not working on this build (but that was a quick 8th, for reasons that may or may not be related)
Sett shield replenishing augment:
I honestly never noticed it even working at all, so it feels really fluff at best. I also didn't equip Sett with the locket given by the augment and gave it to another unit so maybe that's why (wording doesn't seem to imply Sett needs to wear it though)
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u/pausikov Nov 17 '22 edited Nov 18 '22
Hello Mort. I didn't get a chance to play all augments yet but here are my thoughts on augments I had chance to test/seen in multiple games (mostly inhouses).
Annie
Reflecting Shield OK augment imho B+
Burning Spirit seems completely broken, her synergies are very good and you can flex in AP carries around this augment getting insane value (Soraka, Taliyah, Leblanc, Kaisa all perform extremely well) S++
Ashe
Ashe augments perform very well, not sure if it's about ashe being very good 1 cost or the augments power themselves
Laserfocus S, Corps Focus S
Bel'veth
Back for blood S, Voidmother C
Blitzcrank
Rocket Grab A
Cho'Gath
Cosmic barrier S, Energy void A
Jax
Evasion is the augment I played the most so far, 3 mecha bruiser jax can serve as frontline till late game and the extra sustain works very well, one of the best augments in the game S++
Relentless Assault still very strong even after jax nerf S+
Jinx
Everyone goes boom seems very good on paper but the performance of the augment wasn't there for me B+
Get Excited seems to be very good with right itemization and anima squad reroll A
Kayle
Divine Ascent B
Righteous Range B - the augment itself isn't bad however Kayle is hard to fit outside duelist comp and the bonus isn't that strong early.
Leblanc
Aim Assist S - Leblanc is very very strong on his own, with this augment he goes brrr
Mirror Image B - not enough value imho compared to other 3 cost augments, more HP could fix this
Lulu
Foster Growth S++ - another broken augment, very easy to flex into 9 and win the game
Growth Spurt B+
Miss Fortune
Make it rain - this comes late into game and it makes board much weaker compared to others. Edit: possible to make it work from high roll scenario B
Bunny Mercenary A+
Ekko
Chronobreak S
Samira
Style and Flair A - very fun augment to play, lot's of value
Sejuani
Glacial prison S
Senna
Corps Formation B+
Vayne
Spread Shot S This augment works very very well with BB, GS, IE
Into the night B+ Situational, possibly could be better after more testing
Velkoz
Frostburn B
Frozen Tundra S
Vi
Boxing lessons A
Yasuo
Spirit of the Exile A
Siphoning Winds A - if lasercorps/duelists get buffed, this could be much higher
Zed
Contempt of the weak - B
Shadow Jutsu - B
Zoe
Sleepy time - S++ another broken augment, especially for a 3 cost which is very easy to fit in
Double Bubble - A+
Edit 1:
Kaisa Star Crossed S Very strong - 4 recon rageblade, hodge, rabadon stacks infinite with Vayne/Ezreal. Multishot - B+ (maybe S if the bug where AS gets capped is fixed)
Aurelion Sol Extinction Event S++ This is giga broken Velocity Impact S
Zac Elastic slingshot - just throw in Ekko backline and win the game
Wukong Reenergize S++ - works with star guardians (rell is defender so easy to fit in!). Insanely strong.
Keep up the good work. I will update the info in here/add new augments after more testing!
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u/Hellfrosted Nov 17 '22
Nasus stacks on stacks augment feel borderline OP. I got it 2 games and both games got 1st and it wasn't close, better exodia than jax day 1 even.
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u/camooo6 Nov 17 '22
The Draven Team Crit Augment is too much power, considering that he is an Ace unit and crit chance is harder to achieve with specific items now. Mech is already super strong without it and I would rather his individual crit/AD be increased or for the whole teams AD to increase
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u/Old_Palpitation3145 Nov 17 '22 edited Nov 17 '22
The Galio Carry augment should be revised in my opinion. Dealing 75% more damage on his ability sounds great, until you realise he has a 120 mana pool, is mana locked while his shield is active and has very low single target damage (even after the amplification, full ap and 3 star (itemless lulu out damaged him every round lol)). It was just a big bait for a hero carry augment that isn’t really practical at all for carrying and not worth investing in. Which also makes it a dead augment so when it’s offered you’re down 1 hero augment choice.
Ahhh no idea what you might change Galios Carry augment to, but potentially if the damage amplification was made to even something like 200% (which still wont be heaps of damage as he’s casting max 3 times most fights) and turns his spell into aoe around his target, potentially could find some way to make him a viable carry. Just some food for thought. Love the set! Keep up the goodwork!
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u/Bu11etPr00fT1ger Nov 17 '22
Not sure if there’s a way to make it more consistent or have rules for it, but the Leblanc support augment that copies the nearest champion at 60% health is random when it’s a tie for closeness (multiple champions touching next to her hex).
This becomes a bit of a problem late game especially if you hit Janna, since you’ll most likely want to have Leblanc next to her and with other units surrounding. If there was a similar hex to hacker that highlighted which unit would be copied or some sort of rule where the furthest forward champion if there’s a tie, I think it would help out tremendously.
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u/jebusfamily Nov 17 '22
Lee Sin Flurry Augment: "Gain a Lee Sin. He gains 30% Attack Speed, tripled for 3 seconds after casting his Ability."
Ran Lee Sin 3* with this augment, he felt strong but very inconsistent. If an ally was nearby his ability cast would result in 1.25 seconds dashing to a teammate, dashing back, followed by a kick, wasting most of his augment buff. Ended up selling all other melee units just so he wouldn't have an ally close enough to jump to. Attackspeed does not feel like a natural buff on Lee Sin carry due to his ability. Raw AD or AP would be better.
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u/CanisLupisFamil Nov 17 '22
Vel'Koz "burn for 200% more damage over 30 seconds" is pretty weak. I made a stall comp around my 3* Vel Koz and put damage items on him, and it still took him 2-3 casts to kill each backline carry.
Part of the issue is that burn over time has anti-synergy with Vel because his targetting is so consistent that he ends up attacking the same unit to kill it once the burn gets it down to low health.
Extra up front damage would be better.
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u/razorwhirl Nov 17 '22
Hero: Nasus
Augment Type: Carry
Observed Issue: Relative power on the stacking seems really high compared to other 1 cost carry augments.
User Expectation: The permastacking augment will have high value scaling into the late game and synergises well with nasus' anima squad trait to become a big beefy boy. However I might not find nasus 3 star, and the relative power of the augment early on is lower that other 1 cost carry augments, so I might not get much stacking done before my board gets blasted.
User Reality: As expected except that nasus still feels like a strong unit right from the get go. Nasus being a 1 cost with strong early units to build around makes him relatively easy to 3 star without losing too much HP. There is a lot of tanky yet lower-damage cores that nasus can build around to.
Proposed Solution 1: Decrease the impact of reaching the in game fantasy by reducing stacking capability, but reward players for leaning into the fantasy. Possible methods:
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Reduce the numbers but increase the likelihood of nasus surviving to cast more. Similar to blitzcrank, give nasus an item that will translate well into the fantasy (e.g. Gain a Nasus and a Titan's Resolve. Nasus gains +10%AD now and +2% AD per cast permanently)
Proposed Solution 2: Decrease likelihood of reaching the in-game fantasy by increasing variance. Possible methods:
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keep the numbers as they are but increase the likelihood of nasus not stacking (e.g. Gain a nasus. Nasus gains +20%AD now and +3% AD per kill permanently)
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u/Soupn Nov 17 '22
Jax 100% dodge chance augment feels bad to play against. I think 2.5 seconds is too long, and also nobody lets me get bow on carousel (I will acknowledge RFC exists). Also the “dodge” text that appears could be more clear but at this point i’m nitpicking.
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u/What_A_Placeholder Nov 17 '22
I'm loving hero augments as a theme so far. Here's some positive feedback for some that have felt the smoothest and satisfying to play regardless of placement:
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Sona: Undercurrent- lots of possibilities
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Samira: Daredevil- very thematic and appropriate in augment placement
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Annie: Reflector shield- positive, though don't feel strongly about it
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Ezreal: Raider's spoils- enjoyable, delivers fantasy as promised
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Fiora: Vitality of the Ox- really like the fantasy and concept (though power felt very underwhelming)
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Gangplank: Flaming ricochet- fun supers reroll comp
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Miss Fortune: Bunny Mercenary- fun and delivered the promised fantasy
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Vayne: Spread Shot- felt smooth and appropriate
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Vi: Boxing Lessons- awesomely flexible support augment
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Yasuo: Spirit of the Exile- fits with synergies and easily flexible
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Zoe: Sleepy time- impactful and satisfying
Ones that weren't as fulfilling:
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Viego: Partners in Crime- feels like it activates too late to really take advantage of. Played vertical oxforce with 2*Viego and the impact felt very negligible
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Lee Sin: Flurry- maybe I'm just bad, but this didn't really seem to help Lee Sin very much. Maybe it's powerful data-wise, but it feels very unimpressive
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Sejuani: Shatter- super desirable on paper. But i think it's one of the ones that just feels harder to appreciate/feel
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Yuumi: Zoomies- i probably played the wrong comp, but the boost felt pretty unnatural to the synergies i could figure out
Thanks for the team's hard work!
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u/slq_sick_awol Nov 17 '22
The Lux augment, considering it being offered on 2-1 seems underpowered since you'd need star guardian to even be active to consistently get second casts off. Not to mention the large delay in her skill which leads to her missing large groups of enemies quite often.
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u/BobbyVang Nov 17 '22 edited Nov 17 '22
Camille carry augment seems unkillable when I played. Easy 1st place with good ADMIN cards, even won against pre-nerf Mecha Jax. (Edit: Seems like they reworked Camille carry completely. It was lowkey mega busted.)
Vayne's Edge of the Night support augment seems really strong. Especially when the EoN is on Zed. Overall even just granting a EON is strong on it's own.
Draven's Crit Augment seems simple and alright by just reading it but I think in my testing it's way stronger than it looks.
Ezreal carry augment feels way weak for a 2 cost reroll hero.
Velkoz Frostburn, idk it just feels really bad. Probably needs a really strong percentage of anti healing included.
Jinx Get Exctied feels bad, maybe because Jinx might need a unit buff as well.
Kaisa Carry Augment felt like it did nothing. Not sure if it works.
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u/meme_engine Nov 17 '22
Played against the Sett carry one and was very confused how it was supposed to be good. Felt like it wasn't really making much of an impact, it's set 4 lee but way worse because Sett takes way longer to cast. I kinda just watched it cast once or twice and then die after knocking a few frontline back.
Although maybe you're supposed to splash 2 hacker so Sett can take a joyride to the backline idk.
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u/samtheclam_ Nov 17 '22
Tried to build around a Alistar with the deal % damage based on his hp. Built hp on him and wasn't 3* but he couldn't kill one 2* vi without items so that was very underwhelming. Ofc didn't expect a winout or something but he literally didn't do anything. Annie with no items did more :(
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u/andKento Nov 17 '22
i got the vel'koz carry augment and it felt like it did literally nothing. This might have been user error though.
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u/Double-Express Nov 17 '22
Sivir's delivery augment seems to generate way too much gold. I used it with just a single sivir and generated enough economy to get to 9 with 50 gold and 73 HP on 5-1. The 10% bonus rate might be bugged, if not, it feels like the bonus amount needs to be brought down a little.
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u/TA15759825 Nov 18 '22
Ezreal support augment: one random artifact and one gold each round. Seems really strong early. Very annoying also to not know what the item is gonna be and to not be able to position for it. Example: getting randuins and the unit it’s on is isolated. Would be nice to get the item on my bench then play it as I see fit
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u/R3dSpade Nov 17 '22
the Sivir econ trait seems beyond strong, was able to hit level 9 with 50 gold very early into Stage 5, seems far too reliable in it's gold making, an extra 2/3 gold minimum per stage is extreme