TFT had a fairly shit meta for a while, and Underlords had a great meta for a while, but right now the alliances in TFT are fairly balanced (not that everything is viable, but at least you aren't forced into anything) and that is not really the case for Underlords. I won't say much about meta, because those things change. The board is also significantly tighter, so there is a lot less you can do in terms of positioning. Also, there is a lot of some really dumb RNG built in the alliances that can decide the battle before it begins on a coinflip (What imperial got the bonus at the start of the battle? what unit was targeted by the Hextech? What unit started the battle with 100 hp because of the Phantom?). I hate the "stack your items on a carry and pray that nothing bad happens to him" meta that TFT has (and will always have, by design), tho, and apparently Riot somewhat agrees with this, since they introduced an alliance specifically to shut down item stacking (but it didn't change much, because playing around it just makes you a lot weaker against the rest). I like the item combining system as well, but don't love it (especially when it isn't going my way), and I think is more that the item shop in Underlords is fucking shit than TFT being proper good in that department, tbh. I really like the hexagonal tiles, love the carrousel and the alliances are cooler and more creative in TFT than on Underlords (sometimes too creative for their own good, tho), and the spatula items are a really clever addition (they are like a "wildcard" alliance, and two spatulas can be combined into an expanded roster slot). I play a lot of both, and TFT has a lot of good ideas that make for a pretty fun game, but also some fairly questionable ones, and some things that make you wonder "why is this in the game, again?" when you are in the receiving end.
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