Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Theres techincally an option you can set when you start a new career that allows you to pick which side your jungler starts, but i hate that as a solution and agree that they need to allow the player some agency to prevent the guaranteed gank from the AI in some scenarios.
Yeah, I know the devs just implemented this so they're still balancing it but I agree that it would be good to make the economy a fun puzzle / balancing act.
If the AI notices me using a team comp, they almost always ban characters that will provide synergy, if its to early, they ban picks that could counter what they pick.
Starting players, for me at least have never been "Too Strong" They get out of the little introductory matches just fine but their stats get dwarfed pretty early on.
As far as when you get to start, that also changes depending on what month your in I believe. When I started on my current save it was 8, then it was 10 and at one point neither me or CPU could make plays before the first dragon fight which ment early ganks were impossible.
- Attendance drops after not having new changes to the arena (no new modules added after x games). Attendance drops during losing streaks.
- Attendance is also too easy to fill to 100%. It should start small (since we're a new team) and take time to build
- Athletes lose fans after losses (should lose less than they gain for a win though). Events where Athletes can lose fans but gain points / mastery exp / attributes. Events where team loses fans but gains emotion level. Events where the team loses fans when a player is traded / not resigned. Event where an unhappy player with a bad trait spreads rumors and everyone loses fans.
- Starting Athletes should not be so strong - this would encourage players to use money to scout + sign better players
- Starting Athletes should require a salary to be paid
I guess we're having different experiences in B/P. I also play at the hardest B/P difficulty and the AI will usually ban 1-3 champs that I have not yet played during the season and that my team has low champion mastery on. If this didn't happen then the game would be harder because I as a player would have to adapt to new team comps that I havent played yet.
As for starting players, remember that they're FREE so you can just train them over time and they easily get as strong / stronger than most teams in the league. We should at least need to pay them IMO to make the economy balance better
Yeah, your ban/picks are deff hitting differently for what ever reason.
Yeah you can train them over time, but you cant make up bad traits unless you got good potential and even then you still have to get lucky, And even though you "train" them, their stats aren't growing as fast as the enemy players, its the way Hell was built.
Edits
I just 5 v 2 and and couldn't secure a kill
On the second season when it was time to re secure players, it made me pay all the players I initially signed which tapped me out. So it may be free to start, but not to keep unless you can just choose to lower their amounts to zero and they still sign.
Just pick-up a player who has Early Bird (or Conductor), or get it as a secondary style. Either way, good idea to get it on a guy with Versatility greater than 1 - just in case you want another style when you are blue.
I have two guys with Early Bird as one of their styles, so I can still go first even if the other team has an Early Bird player ;)
I played a run where I intentionally tried to roll the worst starting potentials I could so I had a reason to hire players from the market and even then it's really hard to find better players.
All I paid attention to were the potentials and I was trying to get D's, what I didn't notice was that not only were their stats not that bad (only 3 rolls per slot), but their abilities were top tier.
Not to mention, because you have a bunch of shots to improve their cards - generally your starters have great carrds because you've been picking them for 30 games. Swapping in a new player usually takes a bunch of time for them to fix their player cards where they're just weaker.
I'd really like it if there was a starting mode where you needed to hire players from the start. The hiring system is really fun and I wish there was more reason to use it.
I guess I could play custom mode where I intentionally make really awful starting players lol