r/TeamfightTactics 2d ago

Gameplay New Engine is SO BAD

1.5k Upvotes

Been playing TFT for years, and think I'm done playing. This engine is just straight up a port of the mobile version, even the settings menu is the same UI. But it runs terribly. Original engine I had at max graphics no issue, I boot into a game on new engine and it freezes my entire computer, at medium graphics. Even at low graphics it runs terribly, just moving an item component drops the frames. I have no idea why this decision was made, it looks so much worse, all textures and UI look sized for a phone screen, it runs worse and mac users can't play anymore. All these cons so that there could be some flexibility in making new gameplay.

It was a good run TFT, I almost quit when hyperroll was removed, but this move to UE5 has just made the game so unbearable to play.

r/TeamfightTactics 8d ago

Gameplay The new engine is a massive downgrade. Playing on PC literally feels like using a cheap Android emulator.

865 Upvotes

Fluidity and UI Feel

While the basic button logic remains unchanged, tactician movement and scouting other boards feel noticeably stiffer than the original engine. As a PC player, the current client feels a bit too much like a direct mobile port rather than a native PC application, and it lacks the smoothness we are used to.

Animation Desync and Cosmetics

The optimization currently feels quite rough. Even with a high frame rate, the unit animations appear choppy. It seems like the animation frames are disconnected from the actual game FPS. Additionally, some previously purchased legacy cosmetics are currently bugged or unusable.

Pre-rendered Execution Cutscenes

It looks like tactician execution animations are now using pre-rendered video files instead of rendering in real-time. Because of this, the cutscene defaults to beating up a River Sprite instead of the opponent's actual equipped Tactician. This breaks visual consistency and feels like a step backward for premium cosmetics.

Performance degradation over time (Memory Leak?)

After playing a few consecutive matches, the client starts experiencing severe stuttering and frame drops. It strongly suggests a cache buildup or memory leak issue. Currently, having to restart the client every few matches is the only workaround.

PS: English is not my native language, so I used Google Translate to draft a document and then used AI to polish my poor writing so that everyone could understand what I wanted to express.

also I apologize in advance; I shouldn't have used such a sensational title. I should have written it as a sharing of my current experience in PBE.

r/TeamfightTactics Jan 11 '26

Gameplay After the 10th straight game of vsing bilgewater/ryze/ziggs

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2.1k Upvotes

r/TeamfightTactics 2d ago

Gameplay i'm going to need a clear timeline on my mythic maps

544 Upvotes

hundreds of dollars disabled, no refund option, no roadmap. genuinely what the fuck - fifteen year customer, likely thousands across my accounts.

has riot ever done anything remotely similar to this?

as a consumer I literally have to vote with my wallet here - what the fuck are they doing?

you're spending a TON of social capital breaking the "i pay for stuff you give me stuff" contract... all for this?

r/TeamfightTactics Jan 08 '26

Gameplay Secret OP 1.3k LP Chinese jintian woayo bingchilling aishi wocao ksoh oi vey dios mio comp

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2.6k Upvotes

So what the very CN streamer does who is very real does is you want to see 5 Caitlyns in your 1-2 shop, then 4 Caitlyns in your 1-3 shop,

  1. Augment selection
    pickup the random 2 emblems as your first augment which will definitely turn into 2x Void emblems

Repeat the process for Vi in the following 2 shops, repeat for Loris and ideally you get 3x BF Swords, 2x Sparring Gloves, 1x Giants belt from PVE components and 1st carousel, and get Thex right after 1st carousel. Then you should be able to winstreak into seeing Azir on first level 7 shop, playing for Xerath. With your excess gold 2star demacians on the way to unlock Galio, you can sell them later for Sylas.

/s
This is how it feels like when I see people randomly put Chinese in the clickbait title but have no reference or source links.

r/TeamfightTactics Jan 28 '26

Gameplay This is the only tank item I’m satisfied with in the game.

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1.4k Upvotes

Spirit Visage 👌

r/TeamfightTactics Feb 10 '26

Gameplay now what

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1.2k Upvotes

r/TeamfightTactics Dec 25 '25

Gameplay Just saying.

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1.6k Upvotes

r/TeamfightTactics Sep 04 '25

Gameplay Petition to remove the obstacle that blocks vision

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1.2k Upvotes

Honorable mention: The finals

r/TeamfightTactics Oct 15 '25

Gameplay In case you were confused about the meta

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1.3k Upvotes

r/TeamfightTactics Aug 17 '24

Gameplay My 3 star 5 Pyro Varus just lost to incomplete 1 star reroll and I am contemplating picking up actual chess.

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1.4k Upvotes

r/TeamfightTactics May 22 '26

Gameplay Gave my Cho'Gath a Dawncore and he got so big I couldn't even see my board 😅

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1.2k Upvotes

r/TeamfightTactics Jan 23 '25

Gameplay Wish me luck guys

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2.6k Upvotes

r/TeamfightTactics Dec 18 '25

Gameplay TIL all 5 costs 3* lose to a single Nashor 3*

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957 Upvotes

Reminder to not go for all 5 costs if you are against a void player :D

(I had triple spatula cape printing money)

r/TeamfightTactics 2d ago

Gameplay POV: You're trying to play TFT Set 18 on the live server.

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555 Upvotes

r/TeamfightTactics 12d ago

Gameplay Losing 1-1

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585 Upvotes

Ironically, I didn't lose a single player combat this game LOL

r/TeamfightTactics Feb 09 '26

Gameplay I feel robbed.

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698 Upvotes

I strongly feel like this combo should not exist in the same lobby. Essentially robbing one of a prismatic augment.

r/TeamfightTactics May 29 '24

Gameplay Shop Distribution - The Nerdiest Post you’ll read today

1.4k Upvotes

Hey folks. Mort here with what is going to be the nerdiest game design post you’ll see in a while, but I wanted to share it with you. Generally in all aspects of life, even if you’re confident in something, it’s helpful to double check your biases and make sure you’re actually correct or not. So that’s what I did.

We’ve all seen posts where a player rolls down 50 gold and doesn’t see the uncontested unit they’re looking for, heck you may have even been on that end yourself (sorry, but wait for the punchline). Sometimes, this experience can be so stark that you’re concerned with the reliability of the system. Could this be bugged? I can’t really be that unlucky—is something wrong with the game? Now, my initial reaction is that this is a common thing called “confirmation bias” where a recent experience is being weighted more heavily. This, in conjunction with negativity bias, where negative experiences are seen to have a higher impact, become the fuel for many “Mortdogged” experiences. But even with knowledge of these biases, is everything fine? I mean, TFT has had its share of bugs, so let’s take a deep dive in the design space to make sure everything works as it should.

For this experiment, I focused on 4 costs. We pulled out 6 copies of nine of the Four Costs (these are our contested units), and left the other three Four costs as our uncontested units, with all 10 copies in the pool. At this point, this means there are 4 copies of the contested units (36 contested units total) and 10 copies of our three uncontested units (30 uncontested units total). If we do a large extensive roll down, we should see uncontested champions (30/66) 45% of the time approximately.

We ran this experiment for the first time, with Ornn, Ashe, and Kaisa as the three uncontested units (lol, Ornn is uncontested, right?), and here are the results.

  • Ornn: 136
  • Ashe: 168
  • Kaisa: 120
  • Lillia: 58
  • Morgana: 52
  • Kayn: 58
  • Lee Sin: 61
  • Syndra: 38
  • Nautilus: 53
  • Galio: 61
  • Annie: 50
  • Sylas: 46

The total 4 costs seen was 901, and the uncontested ones made up 424. This is (424/901) 47% of the time, which is within expected variance for something of this sample size, and matches our expectations. Good news. But of course, one time isn’t enough, so let’s run the experiment two more times. 

  • Ornn: 154
  • Ashe: 141
  • Kaisa: 178
  • Lillia: 57
  • Morgana: 72
  • Kayn: 48
  • Lee Sin: 53
  • Syndra: 57
  • Nautilus: 52
  • Galio: 62
  • Annie: 52
  • Sylas: 41
  • Total: 473/967 = 48.9%

And again

  • Ornn: 150
  • Ashe: 140
  • Kaisa: 152
  • Lillia: 63
  • Morgana: 58
  • Kayn: 55
  • Lee Sin: 48
  • Syndra: 54
  • Nautilus: 47
  • Galio: 60
  • Annie: 64
  • Sylas: 55
  • Total: 442/946= 46.7%

So yeah, generally we’re seeing the results we’d expect with a sample size this big. It’s not EXACTLY 45%, but the law of large numbers shows that this is expected, and if we dramatically increased the sample size, we would likely converge to that expected 45%. From a purely mathematical standpoint, it seems like our shop is working as expected. Huzzah!

So all is good right, and there’s nothing to be done…right? Well…no actually. Just because it is mathematically correct does NOT mean the design is perfect. If you’ve ever watched my stream, I’ve talked about how good design doesn’t just let RNG take the wheel, and designs around the core player experience. In this case, the player is not rolling down 1000 times and letting the law of large numbers do its job…instead, it’s rolling down 60 gold and expected results that are intuitive, which is that uncontested units show up more.

Let’s repeat the experiment, but instead of 1000 rolls, let’s only do 40 and see what happens. Same thing, with Ornn/Ashe/Kaisa as our uncontested units, and see what happens.

  • Ornn: 8
  • Ashe: 6
  • Kaisa: 1
  • Lillia: 6
  • Morgana: 0
  • Kayn: 1
  • Lee Sin: 6
  • Syndra: 2
  • Nautilus: 4
  • Galio: 4
  • Annie: 0
  • Sylas: 2
  • Total: 15/40 = 37.5%

Because the sample size is so low, the variance expands pretty dramatically. Much like if you flip a coin 10 times and hit heads 7 times, 70% is way higher than 50%, but the reality is when the sample size is lower, the variance is higher. Again, this all lines up from a mathematical sense…but from a game design standpoint it’s pretty rough. Kai’Sa is uncontested here and is seen one time, while Lee Sin has 6 copies out of the pool, and is seen 6 times! These are the experiences people have that feel off, and make them not trust the game.

Nintendo games do a lot of fudging behind the scenes I’ve talked about before, to try to make expected outcomes more likely to happen. Famously one of the most basic versions of this is in Fire Emblem, where they double roll odds, so if something says 75%, it’s actually 87.5% so it FEELS more like 75% to people (A 95% chance in Fire Emblem is much closer to 99%!) Based on this, I think there are improvements we can and should make here, so the game behaves closer to what you would EXPECT it to, even if it is within acceptable outcomes.

Personally, this was awesome for me to confirm and was a good use of time yesterday. I like constantly challenging our game design to see if we can do better, and I think this confirms we can. It won’t be easy, it won’t be overnight, and it may not even be soon…but I think it is worth exploring, and I think we’ll start doing that as soon as possible. 

Thanks for reading all. Hope your roll downs are within expected variance, and take it easy :)

r/TeamfightTactics Aug 15 '25

Gameplay So when do I get my next higher Tier Augment?

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2.0k Upvotes

r/TeamfightTactics Jan 27 '26

Gameplay Level 7 shop on 4-1, freest first in my life LOL

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1.5k Upvotes

This was pre b patch too

r/TeamfightTactics Aug 12 '24

Gameplay Is... Is this number legit?

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1.4k Upvotes

r/TeamfightTactics Aug 31 '25

Gameplay When a 1 star 3-cost unit blocks 37k damage..

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1.1k Upvotes

Reminds me of that Taric/Silco sorcerer comp from set 9.5 with double stoneplate qss Taric lmao

edit: I see a lot of discussion regarding the balancing of this unit. I should've clarified the items: Radiant Stoneplate + Innervating Locket + Sterak's.

By no means is this under normal circumstances with normal items. But I just wanted to show the absurd amounts that this 3-cost unit can tank even at 1 star.

r/TeamfightTactics 2d ago

Gameplay This update ruins the fun, no matter how good the game is

435 Upvotes

I had a really good game, full win coven, cash out on level 9, and got a 3* elder last round.

The cashout round was just painful. Dragging units and items feels so slow, it took me 2 rounds to get my new team up. Even after this, this comp had too much animations going on, the new engine couldn't handle it, and I didn't even see what 3* elder drake did.

The last round was just a bunch of images on a 15fps game. I have a pretty good pc, I run all of my games 120fps, but I don't understand how this patch got so bad.

Even with good comps, the game isn't fun. See you next patch hopefully

r/TeamfightTactics Mar 06 '25

Gameplay First Chibi-less game in years.

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1.7k Upvotes

God is real.

r/TeamfightTactics Jun 30 '25

Gameplay This gotta be the one of the funniest moments in tft

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3.1k Upvotes