I find myself usually keeping the ults separated so that you can guarantee at least some value from the ults, but choosing to use ults maybe early with something like vampire and late with devil etc., or base it off of your opponents' ult timing and the comps. Positioning helps against certain team comps.ġ: AOE damage and Lightning Mage, being spread out will make it harder to nuke everyone at once, PLUS I noticed being spread out helps zone out the enemy team if you got the bullying power to do so.Ģ: Narrowing distance helps against assassins and makes certain characters work better like Shield Bearer where his protection reaches the team more easily and Executioner absolutely nuking the enemy squishy by pulling them into your death ball. Make the best of pick & ban by evaluating the characteristics of the champions/players A smart strategy can make up for a lack of individual player skills. You must manage players to set them up for matches. Also a deeper understanding of how damage is calculated. The Doctor will grant a huge boost at a cost of Health but the Priestess's ult will heal all the health taken away by The Doctor.Ģ: Ult Seperation helps with issues with timing, Pyromancer suddenly ulting in the field in the same time as a Lancer ult really screws the fight over. Teamfight Manager is a simulation game where you are the coach of an e-sports team. Hi I love this game, My feedback is: I wish I can hover over stats and see a simple explanation, such as for player mood affects, hero stats and player atk/def. Originally posted by Tiny Weasel:Ultimate timing is crazy useful depending on your team comp.ġ: Combo-ing 2 heroes can win the whole game is done properly.
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