Is Set 12 worth playing? First Impressions of Magic n' Mayhem

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Set 12 is almost here and I took part in a  playtest so I can share my first Impressions   on Magic and Mayhem. Keep in mind that everything  shown in this video is still a work in progress,   you can expect many changes over the next  weeks and the final release at the end of   July might look quite different compared to  what you are seeing today. That being said,   are you tired of Encounters? Was the  Inkborn aesthetic not your cup of tea?   Then I have good news, because Set 12 is quite  different. Here you can find anything from Bees,   Faeries to Eldritch Horrors and  I’m certain that you will have no   problems finding something charming. Let’s  take a look at what Set 12 has to offer: Honestly I can’t wait to start pumping out Set  12 content, but before we get into the details,   I do have a personal goal for this  Set specifically. I totally wanna   beat Frodan’s Subscriber count purely  for bragging rights and I can only do   this with your help. So if you’re looking to  support my cause or simply want to stay up   to date with all the hidden mechanics Set  12 has to offer, make sure to subscribe! Now there is a lot to cover, so let’s kick  things off with the new Set mechanic called   Charms. Every second shop a charm will  appear in your shop on the right. In   the beginning these Charms will either be  free or cost very little gold and usually   grant a small combat boost to your team  for one round only. If you buy a charm,   then you won’t receive a new one  until the start of the next round. While in Stage 2 you can expect to receive  consumables, bonus gold or Target Dummies,   in the late game they can have  powerful effects like Stunning   the entire enemy team or in some cases  they can even grant you a second life. This set mechanic will take a few games to  get used to and here are some of the things   I’ve noticed so far. Since there are over a 100  different Charms in the game, all with varying   effects, it will take a while to get used to them,  since you have to read all of their descriptions.   This will get easier over time, once you get used  to the more common choices that repeat themselves,   but it will slightly increase the hurdle  of getting familiar with this set. In the beginning though, everything  starts off very simple. While you are   building up your economy you aren’t  rerolling your shops in Stage 2,   so you will only see a Charm every  second shop and you can simply decide   if you want to take it or not. The early  game charms tend to be cheap and useful,   so you can expect to take most of them with you  for a small combat boost or a bit of bonus gold. Starting in Stage 3, when you might want to  go for a roll down, this dynamic changes a   bit. Especially if you are pressed for time,  you will often slip into the habit of simply   taking any low cost charm with the intent  of simply preventing any other charms from   showing up. This habit will help to focus  on your roll down and quite frankly seems   quite necessary in these high pressure  moments, since you are otherwise losing   a considerable amount of shops, which will  hurt your chances of finding a 3 star unit. Towards late game the dynamic changes  again. In later Stages you find   much more powerful charms, and you might  find yourself in a spot where you can’t   really push for the next Level or upgrade  any of your units. I think anybody can   relate to this spot and I do think this  is where the Set mechanic truly shines. You can now utilize the remaining gold  in your bank that would be wasted anyways   to find a powerful combat charm to hopefully  improve your final placement. Maybe you want   to add a huge Dragon on your board to act as an  additional frontline, or have your units dodge all   incoming attacks for the first few seconds of  combat to help your carry buy more time. There   are a lot of different ways to boost the power  of your team and stay alive one round longer. To summarize, I think Charms will take  a little bit of time to get used to,   as you do have to adjust your playstyle  around them, but I do appreciate how they   can impact your game in a meaningful way.  I enjoy getting a free Magnetic Remover and   Reforger to slightly improve my item build and  it’s nice to know that it’s possible to receive   +1 to my highest trait to potentially take out  my opponent with a temporary Prismatic trait. Next let’s talk about the theme, because this  is arguably the strongest point of this set.   It’s all about magic, but not always in the  way you would expect. For example with Frost   you might expect a lot of crowd control, but  only Zilean is actually capable of stunning   someone. Instead the trait is all about  creating Ice Soldiers that fight for you   when you take out enemy units. Going deeper  into the trait grants you more Soldiers and   they even explode for some significant  magic damage if you max out the trait. But you shouldn’t expect everything  to be about Elements like in Set 2,   instead they make some pretty good use out  of their available skin lines. For example   Sugercraft has a 2, 4 and 6 piece and you gain  stacks based around your item components. In   concept the trait is quite similar to 8-Bit, you  have different levels you can reach to buff your   units and if you reach the max stats the game  will start rewarding you with bonus loot. What   I absolutely adore about this trait is that  you are literally building a 7 Layer cake.   It starts off with some dough and you can visually  see the progress you made with the trait so far. Next to Sugarcraft, another trait that I expect  will be an absolute fan favorite is Honeymancy.   While in concept it is quite close to Lasercorps  from Set 8, there is just something so much   more satisfying when you're shooting Bees.  The trait is filled with lower cost units,   so it’s the perfect trait to aim for if you enjoy  reroll comps. With Blitzcrank, Ziggs and Kog'maw   you have a great core to roll and while it might  fall off in late game, I still had a good time.   The only problem you might find here is  that the trait might become too popular,   so you can expect to be contested a lot, but  on the upside Riot is adding more units to   the Tier 1 pool and some of the charms  will help you to upgrade your units. One more trait definitely worth mentioning is  Arcana. This is a really cool take on a flex trait   that can fit into almost every comp. The way it  works is very simple. Once you activate the trait   you get an item that you can use on any Arcana  unit and your entire team receives a specific buff   based on the unit you’ve chosen. Ahri is great for  reroll comps, Xerath grants bonus true damage for   the amount of charms you bought, while Tahm and  Hecarim are more about a flexible combat buff. Besides traits, I want to talk about some of  my favorite units so far. I absolutely loved   playing Morgana. Her abilities summons a  bunch of Bats that target the lowest HP   enemies and the Bats also execute enemies  below 25% HP. Everytime a Bat kills a unit   there is a chance a 1 Star version of that  unit is transported to your bench. In most   cases this simply means you receive some  bonus gold, but the way it is implemented   looks incredibly satisfying, making Morgana  easily one of the coolest units in this Set. The other Legendaries have a lot going  on as well, for example Smolder will fly   around shooting Fireballs, which is quite  unique since most units are static when   dealing damage. It’s not really a Singed  reprint, since Smolder acts more like ADC   cruising in the backline and plays around  the fantasy of a Dragon on the battlefield. Apparently we are also getting a new unit  based around a Legends of Runeterra champion   called Norra. She spawns Yuumi when you  place her on the board and you can attach   Yuumi to any of your units. Legends  of Runeterra is definitely unmatched   in regards to design and I hope they continue  to bring along more ideas from them into TFT. Another aspect I want to highlight for Set 12  the visuals. Not necessarily the ability effects,   but specifically the upcoming Arenas. Obviously  the Gaccha arena looks amazing as always,   but it feels like the last decent Arena  we had in the battle pass came from Set   9.5. I feel like I can’t be alone in  thinking that these last Battle Passes   have been absolutely atrocious and made  me not want to spend any money on them. The good news here is that the new Battle Pass  Map looks absolutely stunning and will finally   make me excited for a Battle Pass again.  I swear I’m not being paid by Riot here,   but I have been really frustrated  regarding this topic, so I feel   like I do have to give them some credit when  they are going in the right direction again. The only thing missing right are some  Wizard Dango’s and I have no idea where   Riot is hiding them. Maybe they are intended for  the second Battle Pass later into the season,   but If i was them I’d be careful, you don’t  want to Blueball the Dango Cult like this. The last topic I want to touch on are  Augments. Like always one of the most   impactful changes are all the new Augments  that are coming with a new Set. Only a tiny   amount of old Augments are staying, so you  can expect a lot of variety in your future   games. I’d say the most important change  regarding Augments is that Riot has decided   to not include a Gaccha trait like Fortune and  instead they are introducing Gaccha Augments. For example you can get the  Augment Fortune favors the Bold,   that effectively works like Fortune in  Set 11, though the loot table is obviously   adjusted accordingly, since you don’t have  to run any units to access the loot table. You can also try the Augment A Golden Quest,  which grants you an itemized 2 Star 5 cost   unit the first time you reach 162 gold. I’d love  to show what happens if you fulfill the quest,   but sadly math has never been my strong point,  so this will have to wait a little bit longer. Hero Augments are also making a return,  again they are mainly focused on making   1 and 2 cost tanks into carries, but this time  Riot is also adding a 3 cost Hero Augment for   Wukong. You can love or hate Hero Augments,  but I do appreciate that they add towards   comp variety and allow to fulfill a power  fantasy that wouldn’t be possible otherwise. Finally you can expect a lot more access to  some Artifacts, which is more than necessary   after inflating the item pool in Set  11. Some of them are quite powerful,   like getting a Suspicious Trench Coat together  with an Unstable Treasure Chest. Combine this   with a free Diamond Hands and you set yourself  up with one of the most broken combos in the   game. Getting two specific prismatics is  a lot more manageable, especially with the   help of some Portals, so you can expect to  see a lot more crazy combos running around. Overall Set 12 has a lot of things going on,  some good and some bad. It is definitely a   continuation of modern TFT, so if you  had a good time in Set 10 and 11 then   you will likely feel right at home. What  is your first Impression on Set 12 so far?   Let me know in the comments. I hope you  learned something and see you next time!
Info
Channel: leduck
Views: 9,220
Rating: undefined out of 5
Keywords: TFT comp, lol tft, league of legends, teamfight tactics, tft guide, tft streamer, leduck, coaching, tft coaching, challenger, patch, op, carry, bug, best, myth, trick, tip, guide, augments, items, augment, item, broken, mechanics, trait, synergy, origin, tutorial, meta, tierlist, sheet, cheat, comps, 3 star, prismatic, tips, tricks, eductional, magic, mayhem
Id: DYtPxeMPDeQ
Channel Id: undefined
Length: 10min 46sec (646 seconds)
Published: Mon Jul 15 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.