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Vice versa for the +magic damage base item in physical damage comps: it can make the item that gives infinite stacking attack speed boost per hit.

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At the same time every item is useful, for example the +physical damage base item is still important in magic based comps because it can make the item that gives your hero a single revive per combat, or the item that makes your auto attacks fill an extra 15% of your mana bar, all useful for casters. No point drafting a physical damage build when you have mostly magic damage items, for example. It becomes a philosophy "if everyone is OP, then no one is OP"Ī consequence of this is that you draft based on the items you are getting, while at the same you feel a lot more in control of the item builds and how they benefit you.

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Ever wish you could put a Daedalus, Mask of Madness and BKB on your Luna and unleash her full potential? This makes it so that "any" hero can potentially carry in the game, even caster heroes, if they have the right items, which increases the build diversity a lot. You typically get 18+ base items through the course of the game, and you can equip up to 3 items on a single hero. There are 9 base items, and any two base items can combine into "completed" items, of which there are 45 in total. Heroes in TFT are "made" of items - more power in their items than the base character.

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It feels a lot more exciting, but more random and less "strategic and controlled". I am a long time DOTA player and I play both UL and TFT, and I feel like TFT captures more closely the "feel" of DOTA than UL does.







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