Matheus Vanzoff (@ayaseong) header
Matheus Vanzoff (@ayaseong) profile picture

TFT addiction Global rank 1 (2055LP) - Set 17

Joined November 2013
Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)Photo by Matheus Vanzoff (@ayaseong)
Matheus Vanzoff retweeted
🖤ANNOUNCING: EMILYYWANG'S COVEN CUP🖤 🌟A $14,000 TFT tournament for women and marginalized genders, sponsored by @TFT and @TFT_Academy !! 🌟Games will be NOVEMBER 6TH, 7TH AND 8TH at 2pm PT!! Signups close on November 3rd! 🌟Sign up here: docs.google.com/forms/d/e/1F…
64
172
82
1,312
150,252
PUTA QUE PARIU
Replying to @T1LoL
@T1LoL came to make history. Chibi T1 Galio, Chibi T1 Yunara, and the T1 Realm of Legacy arena leave their mark on TFT Patch 18.5.
47
Matheus Vanzoff retweeted
IM BACK BABY!!! As of last week, I’m the new Global Head of @TFT Esports at @riotgames. Words can’t properly express how excited I am to return to this game and community I love so much, with the opportunity to make things even bigger and better.
211
137
55
2,364
220,644
Matheus Vanzoff retweeted
As one of the original Riot defenders during pbe, asking people to give Riot time to transition to the new engine, this is really saddening to see. Obviously, I have no idea what actually goes on at Riot, nor am I knowledgeable enough about software engineering to understand how an engine switch affects the development process, etc. But I can't help but wonder: how hard is it actually for the game to go through a basic QA process? 18.3 B-patch – "Inadvertent rollback" 18.4 patch – "Critical bugs and rollback" Major Polymorph – Disabled when the simple fix would be to just make it do what its description says. Bramble Vest – 3.5 AVP on its Radiant version for four patches without raising any eyebrows. Nidalee and Brambleback – Both had the same bug where their armor ignore inversely scaled with AP, yet when Brambleback was fixed, Nidalee remained bugged for another patch. And there are many more examples of miscommunication and obvious mistakes that made it into live patches, many of which could have been easily caught through basic QA. Many of you may know me or follow me because of the Set 15 Rammus pissing doc. Obviously, since then, I have grown as both a person and a player. What I am about to share are my observations, criticisms, and questions directed at the TFT team, coming from a player who, like many others, shares a passion for TFT and wants to see the game in its best possible state. The following discussions will be lengthy, so bear with me. 1. QA How have there been two instances of inadvertent rollbacks within the first four patches of the set? It feels like even a simple check to ensure that the numbers matched the intended changes could have prevented these issues. Yet here we are, just days before Trials, an event where players hope to see their hard work finally pay off, with a game that doesn't even have a functioning ranked queue. I would like to ask for greater transparency regarding the QA process. How are mistakes like these slipping through testing and making it onto live servers? What measures are currently in place to prevent them, and why have they seemingly failed on multiple occasions? I understand that mistakes are inevitable in game development, and I don't expect every patch to be perfect. However, repeated issues of this nature raise legitimate concerns about the effectiveness of the current QA process. I believe the community deserves an explanation, as well as greater accountability and clearer steps toward preventing similar mistakes in the future. 2. The New Client I know I've previously advocated for giving the team time to adjust to the new client during PBE, and I still stand by what I said back then. However, at what point do we consider pulling the plug and putting it back in the oven? Obviously, as an outside observer, I have no idea what the costs in terms of manpower and resources would be to revert to the old League client, where we all played as eight kaisas with ghost. However, being told to "bear with us" every single patch, while game breaking bugs continue to pile up to the point where players have seemingly given up complaining about them, raises the question: is this really the right direction for the game? I understand that the team wants Vegas to be played on the brand-new client, and I can appreciate the ambition behind that goal. However, in my opinion, having a functional older product is far better than pushing forward with a newer one plagued by game-breaking issues that make the game less about skill and more about how well players can navigate or avoid bugs. Whether it's neutral rounds disappearing, games failing to load, or units simply refusing to cast, these issues directly undermine the competitive integrity of TFT. I'm not suggesting that reverting to the old client is necessarily a simple or even feasible solution. However, I do think it's fair to question whether continuing to push forward with the current client, despite its ongoing issues, is genuinely in the best interest of the game and its competitive players. 3. Player Count and the Long Term Health of TFT Due to the myriad of issues this set has faced, whether it's balancing, bugs, lag, or problems with the new client, many high-level players I know, myself included, have gradually lost motivation to play the game. I would imagine this problem could be even more significant among casual players, who generally aren't as committed to improving at the game as competitive players are, and therefore have fewer reasons to stick around when the experience becomes frustrating. With the public reception of the last five sets seemingly being largely negative, with the exception of Set 16, I can't help but worry about the long-term health of TFT. While I don't have access to the actual player count or revenue figures, I'm concerned that the game could be heading toward a downward spiral that may eventually become difficult to recover from. Fewer players could mean less revenue, which could lead to reduced investment in the game, further worsening the player experience and driving even more players away. It's a cycle that, once started, can be incredibly difficult to reverse. I genuinely love TFT, and the last thing I want is to see a game that I've invested so much time and passion into slowly fizzle out. 4. Balancing Through Numbers I remember Mortdog mentioning in one of his walk the dogs that the developers don't have a "magical calculator" that can simply tell them the correct numbers for balancing (not trying to throw him under the bus here), and I've always wondered: why not? At its core, TFT is a game built around numbers: AD, AP, attack speed, whatever. While I understand that balancing a game as complex as TFT involves far more than just comparing raw stats, I strongly believe that a more systematic, mathematical approach to evaluating the relative value of different traits, units, and mechanics could help prevent many of the balancing issues we regularly encounter. For example, I've seen Chinese Bilibili creators break down the numbers behind 6 Juggernaut this set and demonstrate just how overstatted it is relative to what one might expect from a 6-piece trait. My question is: why can't similar analyses be conducted internally before a patch goes live? I'm not suggesting that a mathematical model could perfectly predict the strength of every composition. Obviously, factors such as unit synergy, positioning, itemization, and the broader meta introduce complexities that can't be fully captured by raw numbers alone. However, surely there is value in establishing a quantitative baseline for what a unit or trait should reasonably provide at a given investment level. The most recent patch is a particularly frustrating example. Many players were already aware of how strong 6 Juggernaut was, yet the trait went untouched. As a result, its play rate surged, significantly shaping the meta, with Amumu reaching a play rate of over 3.7, one of the highest numbers I've seen for a 4 cost. This raises a broader question about the team's balancing methodology. How much of the process relies on mathematical modeling and internal simulations, as opposed to live performance data and subjective evaluations? Because to put it bluntly and quoting other players, it feels like the team is "using ai to balance the game". Once again, I genuinely believe TFT is one of the greatest games ever created, but seeing it in such a broken state saddens me and makes me deeply concerned about its future. For the first time since I started playing, I've taken a set-long break, and I sincerely hope TFT can make a strong comeback in time for Vegas.
We’re disabling ranked while we clean up the current issues. For some context on what happened... 18.4 was the first patch since Set 18 launched where we shipped from the latest shared version of the game (what we call main) whereas for the first few patches of the set we were creating each patch from the one before it, so 18.2 was built from 18.1. While that live line of release was happening everything after 18.4 (patches, Set 19, modes etc) were being built in main. That meant devs had to work twice as hard and ensure they were making the same fixes in multiple versions, which was a messy process and made it harder to keep everything in sync. This sucks and we should have told you ahead of time that this patch had a higher chance of being unstable. Not communicating this risk is on us and this patch experience is on us. This was a big hump to get over for our release process and we should have shared what was going on. Patches going forward will be deployed from main again like it was for years. This should ensure we get back to the consistent patch-to-patch experience you expect and we need to deliver.
24
50
10
591
85,452
Dos animes também!
1
37
Aproveitando a trend
2
33
Matheus Vanzoff retweeted
My life Financial learnings RuneScape - How to not get scammed Counter Strike - How to gamble Maplestory - I can't afford a girlfriend Tarkov - spend your money before you die(wipe) League - waste of time, quit while u can TFT - Everything in life can be explained thru TFT. Hinge - Don't buy premium
6
21
2
693
62,062
Eu sou da opinião que qualquer time, incluindo Brasil e Argentina estão abaixo da França por uma margem significativa mas no caso de Brasil vs França, significa que o Brasa chegou na final e daí as coisas mudam. Os brasileiros vão querer muito se agarrar a essa taça
Brasileiros após assistir o jogo da França: - É, tá complicado. - Hexa já era. - Vai ser o adversário mais difícil. Meu amigo, botafoguense fanático, após ver o jogo: - O Botafogo já ganhou de metade desse time, na partida contra o PSG.
1
78
Eu tô desde os amistosos antes da copa falando e volto a repetir, porque MERDA o casemiro é titular na seleção brasileira? Esse cara dá um NOJO de assistir
44
Matheus Vanzoff retweeted
This is a really difficult ruling to make sense of. If a player pauses the game in violation of the rules in a manner that could gain significant competitive advantage, the minimum penalty should be forfeiting that game. This is a severe infraction. You cannot remedy this issue with a fine. It's especially strange that they are characterizing this punishment as escalated due to the refusal to communicate with the admins. What is the base punishment for cheating? There are obvious, significant issues with reopening the tournament a week+ after the issue which makes many of the obvious penalties challenging to implement. This makes his refusal to communicate with the admins immediately after the event even more problematic - it interfered with their ability to address the situation in a timely manner. I'm guessing that they felt trapped by circumstance. They didn't want to disqualify him from the event but they couldn't functionally reopen the tournament. This was the best of the bad options. If so, I think they should explicitly acknowledge this and set proper expectations for anyone who commits violations like this in the future. They should also ensure that sufficiently senior officials are immediately available during these events who can make difficult rulings like replaying a game or disqualifying a player in real time. Letting this take a week to resolve was a big operational slip.
2
1
2
32
17,526
Matheus Vanzoff retweeted
As someone who's played a lot of bad tourney patches these past 2 were honestly fine despite the dooming (I did a bit myself tbf). Think ppl really overestimate how solved patches are at the start.
7
8
1
490
83,076
Imagina que você tá voltando a jogar TFT depois de um tempo sem jogar e dá de cara com essas opções para se divertir
120
Matheus Vanzoff retweeted
Salve pessoal, boa noite tudo bem? Aos que me acompanham e já sabem, o apartamento da minha irmã pegou fogo a 1 semana. Perdeu quase tudo que tinha. Juntei em torno de 4,000R$ na minha live com as pessoas que me acompanham. Aparentemente os custos ficarão em 20,000R$. Ela tá fazendo uma rifa para arrecadar algum valor para auxilia-la na compra da remontagem do apartamento. Vou deixar por aqui, quem puder auxiliar ou ajudar com qualquer valor, seja comprando a rifinha dela é muito bem vindo. Irei deixar o link da rifa nos comentários, minha irmã fez um stories explicando tudo certinho. Jesus abençoe a todos, valeu demais🙏
11
128
3
1,092
81,766
Matheus Vanzoff retweeted
Tac. Crown Reps AMER👑 Since I made one for APAC here is AMER! ....Wait wut? 4 Wasians? 🤣
5
37
10
726
62,055
Matheus Vanzoff retweeted
My girlfriend actually picked valentine's day to argue that she's better than me at league so we 1v1'd LMAO
61
536
31
12,730
547,442
Matheus Vanzoff retweeted
TFT Patch 16.2 Reaction: Nerfs & Buffs
52
605
52
5,460
335,078
Os amigos que já tem essa idade.. é verdade? 😱
43
132
18
2,168
30,985
N era só ter dado um light nerf na cura e ter colocado Lv7 como requisito pra liberar o singed? Honestamente acho que já seria suficiente dessa forma, tiraria o acesso muito cedo ao boneco e ainda o deixaria viável como um possível carry, agora o boneco n tem utilidade nenhuma
(I'm told these are on PBE now, so posting this 12 hours early lol!) Happy day before launch day! Lore & Legends begins launching across the globe in just a few hours! Exciting! A big thank you to everyone who helped us test on PBE. We improved the game so much thanks to all of you. Long post today. First, here are the final batch of changes. I didn't have time to record a video so let me try to walk you through them with text as best as I can. -Early game melee champs were drowning out options, so we're nerfing most melee carries durability to try to let other openers succeed. Hitting their base stats also keeps their spell files open for any future patch needs. Finally Vi in particular needed a bit of a nerf given how great her traits are. -Bard is a fun champ with a unique passive that we want people to explore, but his cap was a bit too strong, so pulling that back. Neeko, much like Vi has insanely good traits, and was offering too much value in addition to her tankiness. We need her to be a solid tank, so pulling back on the rest. -Clear overperformers got hit. Disruptor was over budget by a bit and gets pulled down, but that wasn't enough to bring Malz and Mel in line, so they had to be hit a bit more. Swain's stun was a bit too good, Brock also was too strong, and Senna/Lucian was so strong she outshone every other ranged carry. -Singed nerfs look massive, especially at 1 star. The reality is he is going to be bound to Morello since he can apply it to the whole board, and his base stats are super high. This is what it took to get him to feel in line, especially since you can access him pretty early. -Finally buffs to get more things to playable, including Demacia & Galio, Fizz, Lissandra, MF, Veigar, Wukong, Ryze, and TK. Each of these should help not just themselves, but their lines as well and open up more possibilities. All of this said, there's certainly a few other things we could have done, but we wanted to keep the A patch as small as possible to minimize risk in the future, and can act more in the B patch as needed. Stuff like Rek'Sai, Ashe, Kai'Sa, Milio, and more we're opting to see how they land first. I'll also call out we went pretty light on augments, only tapping a couple obvious outliers...but PBE data is pretty sus so waiting until we have a better read made more sense. Augments will likely be a core point for any B-patch work next week. Ok this post is long enough. I really hope everyone has a blast with Lore & Legends launch. It's a very special set to all of us, and if I'm being honest, a very special set in my heart. Please enjoy it, but also know that as always, we'll continue to improve it each patch! Have a great set launch, and take it easy :)
1
119
Matheus Vanzoff retweeted
Tive o prazer de entrevistar o Gameplay Director de TFT e grande figura da nossa comunidade, o @Mortdog. O vídeo foi 100% legendado por mim com muito carinho para que todos tenham acesso a esse conteúdo direto pra comunidade brasileira. RT = <3 youtube.com/watch?v=Gcvz-w3O…
15
30
12
184
101,473