Wisps are bad design for TFT and I struggle to understand why they were brought back.
While I think set 18 as a whole is quite good in terms of unit design and trait webs, I have a lot of trouble understanding why wisps/charms were brought back as a mechanic.
I would like to say I didn't play set 12 because I didn't like the charm system and chose not to play the set. Unfortunately, since Vegas tickets are on the line, I must play this set.
Despite that, I don't think wisps are a good design for a multitude of reasons.
- Wisp puts an undue knowledge burden on the player.
As with fruits in set 15 and anomalies in set 13. Wisps are another aspect of the game that players are forced to learn through trial and error. This is neither fun nor a rewarding process. Unlike picking an augment, which you will have an entire game to decide the power of. A wisp is only chosen for a single round; this makes it difficult to understand if the reason why you lost a fight was that your wisp was bad or good, or even if you just picked it in a bad spot. Coupled with the fact that the other player you are facing will also have a combat wisp, it becomes even harder to gauge board strength relative to your opponent. There is also no wisp "stats" so a player can ONLY learn what is good based on spamming games or watching hours of vods.
- Wisps add a layer of RNG to early game fights that's impossible to play around.
A typical fast 9 opening requires a 7-10 streak. The addition of combat-warping wisps in the early game can make it feel incredibly frustrating to play a good opening into losing to a wisp(Loading an AD opener into someone with bramble wisp). There is already a great deal of RNG in the early game that can skew fights, but this added layer of inconsistency makes it even harder to successfully play a streak early game without getting scammed by someone.
- Wisps overinflate the level of econ in the game, but it's a coinflip out of the player's control.
We've already seen changes on PBE to nerf fast 9, but my main issue with early game econ wisp is that they are so narrow. Getting a lose streak wisp on a win streak is unclickable. XP wisps on a 1c reroll cannot be clicked since you don't want to level, streak wisps incentivize open forting(something that riot has tried to discourage), since you cannot control this, and you cannot afford to roll in stage 2 in most lines, you are stuck with what the game gives you leads to incredible feelsbad when the rest of the lobby gets good econ wisps and yours are unclickable.
- They don't fit well into the UI and tax a shop slot.
It's extremely frustrating to go into a roll-down turn and lose 2 shop slots to a bad wisp you cannot click. This is a more minor issue, but a pet peeve of mine. I know this was a problem in set 12 but I still think its current implementation is frustrating; letting players opt out of seeing wisp for a round would be nice for this.
- Changing numbers WON'T work.
Of course, you can balance wisp. There is a number between 0 and 100000 dmg that makes wisps balanced. The problem is that you can't have a system be both impactful and balanced at the same time. If early-game wisps aren't impactful, then nobody would click them; if they are, then they lead to all the same problems mentioned above. Econ wisps inherently have to be more valuable than the gold paid for them; otherwise, they can't be clicked.
Wisp are an RNG mechanic that players MUST play around, but there's no way to play around them in a satisfying way. Rerolling for a different wisp will tax your shop slots; you cannot roll for a new wisp in the early game since it's never worth it to ruin early econ. The only time where wisp feel good is in the late game where you have the gold somewhat to control which combat wisp you want and even then most of the time you are clicking the first one you see, and this still leads into the problem where wisp balancing is problematic because either they are impactful enough to swing a fight (op), or not impactful enough to swing a fight(why waste gold and click?).
Suggestions
- Ban wisps from appearing in stage 2,
- Make combat wisps in the early game MUCH more expensive(force the player to actually invest in them for their streak) or lower their power level; an entire item is a silver augment's level of power; wisps should cost accordingly
- Tailor econ wisp to the player's spot.
- Release wisp stats so that players don't have to hunt down and figure it all out.
- Create a button to allow a player to toggle wisp on/off for a round/
- Allow players the chance for a wisp reroll in the early game similar to augments.