
I won't go into as much detail, because most of these are kinda obvious and just a result of the tradeoffs made for the game mode to work

Now, a few points as to the weaknesses of the HR game mode. I would love to see more emphasis on the midgame range in regular TFT, because I think transistioning from 1 cost carries to 2-3 cost carries to 4-5 cost carries creates a ton of skill expression and lets players explore the entire champ pool. I think this adds an important level of depth to the game, for instance I have found that mid game ABOM strategies deliver great results in hyper roll, as they give you a good board during these critical midgame rounds, and players start dying before the inevitable fall off. Stage 3 kinda feels like the least important stage in regular TFT, and many players skip from their 1 cost carry to 4 costs at the stage 4 rolldown, but in hyper roll once you start taking 4 damage a round you CANNOT sack rounds to wait for a big roll down or you will simply lose. One thing that I think makes hyper roll pretty unique and interesting is that it places a much larger emphasis on level 5-6 boards than normal TFT. Hyper roll places more emphasis on mid game boards than regular TFT.After playing a lot of HR, I found the "optimal" gameplay of TFT where rolling before krugs is almost always suboptimal to actual feel limiting. In addition, you can roll soon after each level to find the piece that you need to fill in your comp.
#Tft hyper roll ranks free
In hyper roll, you get 10-15 gold to form your board from strictly one costs before any PVP happens, and without being punished for econing, you are free to roll for a good starting board. One of the most unexpected observations I have made from comparing the game modes is that econing in regular TFT actually limits your choices early game quite significantly.

I would love to see TFT try to find ways to cut down some of the downtime that happens in the regular mode, which brings me to my next point: It also makes bad losses less tilting, as the suffering only lasts for like 10-15 minutes if you go out quick. Shorter games are easier to "hop into", especially on mobile, and with a game like TFT where skill expression occurs over a large sample size of games, being able to fit in more games in a shorter amount of time is strictly a better thing. Obviously this is the main draw to hyper roll, and also its greatest strength. Lets start with some of the things I feel the hyper roll mode does well: Obviously everything here is my opinion, and my preferences and experiences are not universal, but I think some of these points a lot of HR players would agree with. Hey everyone, I have been having a blast playing a ton of Hyper Roll the first few days of this set and recently hit hyper rank, and I wanted to give my thoughts on what the game mode does well compared to regular TFT, and what changes the vanilla TFT gamemode could possibly make to capture some of these highs.
