Nexus Blitz - Week 1 Feedback and Patch Notes

RiotAD Yuumi·8/15/2018, 7:04:16 PM·1 votes·142,568 views

Welcome to the Nexus Blitz Live Alpha. If you missed it, our full announcement is here

This is the place where you can give us your feedback on the Nexus Blitz experience. Any and all feedback is welcome. Events, balance, fun, music choice. Tell us how you feel.

Secondarily, this will be the home of the Alpha patch notes. As an Alpha, you’ll be seeing us patch Nexus Blitz more aggressively than Summoner’s Rift, up to 2-3 times per week. Notes can be found below, sorted chronologically. Check back often to see what has changed!

8/20 - Micropatch 2

Global Aura All champions gain 5 +.5/lvl Magic Resist

Events and Rewards Added EVENT Scuttle Racing Added REWARD Wrath of the Hunter


8/17 - Micro patch 1 ON-FIRE BUFF Mana regen :: 100 MP/5 >>> 50 MP/5 Ranged champions increase to damage taken :: 25% >>> 35%

RUNES Transcendence Level to turn on :: 6 >>> 8

Gathering Storm Rank up time :: 4min >>> 4.5min

CHAMPION BUFFS Nasus Q stacking :: 6 per last hit (12 vs champs and large minions/monsters) >>> 9 per last hit (18 vs champs and large minions/monsters)

Tristana AD :: 61 + 3.11/lvl >>> 65 + 4/lvl AS :: 1.5%/lvl >>> 2.5%/lvl HP :: 559 >>> 610

Kalista AD :: 3.6/lvl >>> 4.5/lvl HP :: 534 >>> 600 Mana :: 231 >>> 300

Xayah AD :: 60 + 2.9/lvl >>> 65 + 3.5/lvl HP :: 561 >>> 600

Tryndamere AS/lvl :: 2.9 >>> 4 AD :: 3.7/lvl >>> 4.5/lvl HP :: 98/lvl >>> 110/lvl

Warwick HP/lvl :: 85 >>> 100 AS/lvl :: 2.3% >>> 3.5% AD/lvl :: 3 >>> 4

CHAMPION NERFS Sona HP/lvl :: 77 >>> 60 Amor/lvl :: 3.3 >>> 3

Taric HP/lvl :: 90 >>> 75 AR/lvl :: 3.4 >>> 3


8/14 - Nexus Blitz Alpha begins.

511 Comments

Scuttle8/15/2018, 7:10:16 PM105 votes

Feedback:

Needs bans

Palmer7718/15/2018, 9:33:59 PM78 votes

Please stop making the king of the hill / ring of fire centre be right on top of a turret. Super unfair to the opposing team in the early game that can determine a match.

Chrondrus8/15/2018, 10:04:03 PM51 votes
  1. Needs Bans.
  2. Needs shorter respawn timers.
  3. Games feel extremely one-sided.
  4. The events need to be reworked. Sometimes an event essentially just gives the reward to one team or the other (teemo spawns and moves into their side of the map. battle royale centers on their turret).
  5. Event rewards need to be balanced. Some event rewards are basically an auto win. The shield and guardian angel ones are more or less impossible for the other team to overcome (unless they were already way ahead, but then they probably wouldn't have lost the event). Losing because of the first event but having to play out the rest of the game feels so bad. Winning because of it feels rather empty.
  6. Games being decided by rng leads to tons of toxicity.
Ataraxas8/15/2018, 7:35:41 PM42 votes

1. Jungling feels useless in Nexus Blitz There's only one place you can gank from in the first lane and you aren't even connected to the second one. Not to mention there's is nothing even in the jungle except camps. And even then, you're dependant on your duo jng to get those camps. Yes there is red buff and blue buff to fight over but it's still just meh and doesn't equate to destroying turrets. As for rift herald it's moreso an entire team thing.

2. Death timers need to be reduced Given how snowbally and damage-filled nexus blitz is, deathtimers should not go anywhere above 15-20 seconds.

3. Fighters feel terrible to play in Nexus Blitz They can't split push Soloing jng objectives is harder They can't duel Large fights are their weakness and it's always a large fight in nexus siege. In the very rare instance someone does engage in a duel it turns into a large fight in mere seconds anyways.

4. General Feedback on Nexus Blitz It doesn't do a good job of taking away the SR/TT feel for burnt out players who want something different. It feels like just a more chaotic version of TT + quicker version of SR. Dominion for example did a great job of introducing a completely different playstyle for players who were burnt out on normals, this on the other hand keeps the many same elements of a normal LoL game so it doesn't feel too refreshing/different. Once you get over the shock of being in a new map with events it gets pretty boring.

ThotsOfMobyHuge8/15/2018, 9:57:50 PM32 votes

Feedback: when the nexuses start walking.... plz make it impossible to back door the actual nexuses. i just lost a game because of that

ωet8/16/2018, 7:40:37 AM28 votes

Overall thoughts so far (after 15 games):

  • The game mode is amazing.
  • Baron buff is way too strong.
  • Banning would be great, but i'd imagine it's been intentionally left out so you can get feedback on how strong all the champions are
  • Death timers are way too long at later levels and too short early game.
  • King of the hill shouldn't spawn under towers.
  • Make the nexus and objectives temporarily immune during battle royale while the ring isn't inside of them, i've lost games twice to this now with herald backdooring our nexus, and there's nothing we can do to stop it.
  • Make the visuals on the battle royale ring less bright (really distracting if you're fighting on the edge of the ring)
  • I really don't like the snowball minigame, but i've read that the majority do. The slow makes it really annoying if you get hit by 2 since they can chain them after that and permaslow you.
  • On-fire buff is too strong.
  • Make challenges more frequent.
PsycloneJoker8/15/2018, 9:35:05 PM24 votes

It's fast, it's fun, it's...no Dominion that's for sure.

One of the things I liked about Dominion was that the map was big enough for you to be separated from your team and you could have little 1-3 person skirmishes. It was also small enough for you to have a good amount of full teamfights. It was a really well sized and designed map. Nexus Blitz feels too cramped, especially with all of the mobility in the game these days. A 1v1 or 2v2 very quickly turns into a 4v4 or 5v5. If I wanted a small map with pretty much 100% teamfights I'd stick to ARAM. There isn't enough space between the lanes. They're so close together it was easy to lead two lanes of creeps to the middle and have both lanes share gold/exp. I'm sure there are game design arguments to be made on why that is a good or bad thing but I'll just say that it felt pretty lame.

Another thing I liked about Dominion was the non-standard objectives and goals. Capture and hold points, cool and very different from SR. Here? It's SR but smaller and once, maybe twice, a game you get some little fun meme event. The events are fun, but I wish they were the focus of the mode rather than just "lane like normal until something interesting happens." I'd be real interested in what would happen if you took these fun side events and put them in Dominion.

Also my games have felt very one sided. Not sure if that's just how it goes when a new mode is released and matchmaking hasn't quite placed everyone where they belong, or whether that has something to do with the mode but there it is.

Overall I like Nexus Blitz slightly more than SR but that isn't saying much considering I kinda hate SR haha. I've always liked the side modes more than SR, and I've always been bummed at how poorly Dominion and Twisted Treeline have been treated over the years. I love that you guys are trying new maps/modes, and I really love that you're trying stuff on live rather than just PBE. That on it's own is wonderful. So if nothing else thanks for all of this, keep it up dudes.

P.S. Bring back Dominion.

EDIT: Also the King of the hill event on top of one team's turret is the worst thing ever. Please put this event in neutral ground.

World Ender8/15/2018, 8:37:37 PM22 votes

Any way to make Kayn's transform lockout timer shorter or remove it altogether? For example, if he gets Rhaast form he still has to wait 4 minutes to unlock Assassin, but by then the game is pretty much over.

warpenguin5558/15/2018, 8:34:14 PM18 votes

Only played one game so far, but death timers are way too long towards the end

TrikzterzArma8/15/2018, 7:27:48 PM15 votes

Yeah, really needs bans.

Freedom Dividend8/16/2018, 6:35:12 PM14 votes

If and when the moving Nexus battle begins, lower the death timers to 10 seconds.

Give the moving Nexus the ability to retreat toward the middle of the map when low on health and toward the enemy base.

Double the moving Nexus health.

Have events going off every 30 seconds during the moving Nexus battle.

(yet to see it) Have an event that can destroy the jungle tower on either side depending on which team wins.

Have 60 seconds or permanent weather or environment events in-between objective events that alter the maps stats. Raining: -20% movement, +20% tenacity. Snowing: -40% movement, -20% attack speed, 20% longer cooldowns. Windy: +20% movement, +10% ability range, +10% auto-attack range. Magma Rain: -10 health per second and 25% reduced healing. Sandstorm: Consumes the entire jungle over 7 seconds from the middle outward, killing anyone inside. If the Sandstorm event is triggered the entire Jungle is permanently replaced by a sand environment with all new monsters and an epic boss. Killing them grants excessive amounts of gold. Tower remains.

Add a sixth player.

Edit: Great gamemode!!! Keep it!

Vexilus8/15/2018, 11:07:41 PM12 votes

Ive been playing on the pbe a lot before it went to live and there's a few troubling things im seeing

  1. I've played 5 games on live and every game so far the losing team has surrendered. Which to me sounds like a sign of trouble if winning means the enemy team surrendering rather than you blowing up the nexus

  2. As a second point to the first while it is meant to be a fast game one team each game ends up snowballing super early even before the "on-fire" buff kicks in since many of the early fighting results in kills split among 2 to 3 people. This skews the events in favor of the team already ahead which puts them even further ahead leading to a dissatisfying game for the losing team.

I think to fix some of these issues

  • Kill and assist gold should be reduced by how much i don't know, but reducing it will allow for a gold advantage but not so much an item advantage before the first event

  • increase the damage taken on people who are "on-fire" by 2% for each take down they get while "on-fire" in one of my games I got the "on-fire" buff on lux (who's pretty op) and with her high range and burst I essentially never found myself in a situation where the enemy team could kill me. I feel as though if you continually increase the damage you take as you rake in more kills/assists the enemy team will eventually be able to shut you down and bank the catch up gold which would help even out the game

On a final note, on the pbe there was a situation where both teams were fairly even and reached the sudden death event. But because our team died mere seconds before the event started the enemy team was able to kill the walking nexus before any of us respawned. It would be nice if similar to bardle royale all dead players respawned when the event starts. since both teams would be relatively even for it to reach that point. it would be (and was) extremely dissatisfying to be stuck in gray screen just watching as the enemy team took down the walking nexus with no effort or contest.

Gixia8/16/2018, 12:03:31 AM12 votes

Okay, I've played a few more games now, and I realize this is Alpha, but you guys HAVE to fix event spawn locations. They're so unbelievably broken that it is making me not want to play this until they're fixed. Enemy team has a 15/3 Kassadin and a 15/3 Jinx, they've killed 2 of our towers to us killing one of theirs, and yet somehow the first three events still spawn on their side of the map, and only when we're getting utterly smashed by the two on-fire fed carries and just dying non-stop unable to do anything whatsoever does an event finally spawn in the center. Like, this is so stupid and frustrating. I'm assuming it's just a bug, but it's an incredibly frustrating bug because it just completely breaks the game, please fix it.

DragonIgnis8/16/2018, 12:12:01 PM12 votes

Snowball event is boring. It's the most awkward event because there's this sudden incentive to stop dealing damage so that there are targets for snowballs.

The bardle royale ring has to not center near any turrets. It feels cheesy when the center happens to be on their indestructible turret.

Allowing the experimental items on Nexus Blitz feels weird. The old items aren't balanced and are either underwhelming(lantern) or overpowered(force of nature). Some new items could be acceptable on Summoner's Rift but they're exclusive to Nexus Blitz. Atma's Reckoning is an item I looked forward to on juggernauts but it's not on Summoner's Rift.

The game is faster paced and summoner spells have a reduced cooldown. However, warding totems feel like they lag behind the rest of the game.

Nexus Blitz feels sufficiently different from other game modes. I can see it being a permanent addition with some more polish. Nexus Blitz is faster paced and more chaotic than any other game mode. The map is really small and the entire northern part of the map has no vision. The small bushes spread everywhere make for good hiding places.

A caveat is that while Nexus Blitz is a faster game mode, something more appealing to Eastern audiences, it's also more silly. The game mode is too chaotic to be taken seriously and I can't envision a ranked environment where spontaneous events are central to the gameplay. Nexus Blitz appeals to players looking for a fast and lighthearted game. In this way, Nexus Blitz appeals to the same audience as ARURF. The developers have spent time trying to differentiate Nexus Blitz from other permanent game modes but there are similarities to the rotating game modes.

RiotAD Yuumi8/17/2018, 10:08:03 PM10 votes

Hi friends, Thanks for all the feedback. As of right now the first Nexus Blitz micropatch is live. We'll likely do another on Monday.

Our initial balance patch is going to be looking at a few champions who are balance outliers (very weak or very strong), as well as make the on-fire buff less favorable to ranged champions.

Some notes on overall balance trends: ----Initial winrate spread looks decent - Almost all champions fall between 44-58% winrate. Compared to the 35-70% spread that ARAM and URF can have at times, this is very good. ----TONS of champions are viable in the jungle, including a lot of marksmen, mages, and supports. ----AoE control mages, poke mages, and tanks look a bit strong. Bruisers and Assassins look a bit weak. We'll keep monitoring this and see if class changes are in order for future patches. ----We're hitting Taric and Sona because they seem significantly stronger than other members of their class (enchanters/supports).

Changes Below:

ON-FIRE BUFF Mana regen :: 100 MP/5 >>> 50 MP/5 Ranged champions increase to damage taken :: 25% >>> 35%

RUNES Transcendence Level to turn on :: 6 >>> 8

Gathering Storm Rank up time :: 4min >>> 4.5min

CHAMPION BUFFS Nasus Q stacking :: 6 per last hit (12 vs champs and large minions/monsters) >>> 9 per last hit (18 vs champs and large minions/monsters)

Tristana AD :: 61 + 3.11/lvl >>> 65 + 4/lvl AS :: 1.5%/lvl >>> 2.5%/lvl HP :: 559 >>> 610

Kalista AD :: 3.6/lvl >>> 4.5/lvl HP :: 534 >>> 600 Mana :: 231 >>> 300

Xayah AD :: 60 + 2.9/lvl >>> 65 + 3.5/lvl HP :: 561 >>> 600

Tryndamere AS/lvl :: 2.9 >>> 4 AD :: 3.7/lvl >>> 4.5/lvl HP :: 98/lvl >>> 110/lvl

Warwick HP/lvl :: 85 >>> 100 AS/lvl :: 2.3% >>> 3.5% AD/lvl :: 3 >>> 4

CHAMPION NERFS Sona HP/lvl :: 77 >>> 60 Amor/lvl :: 3.3 >>> 3

Taric HP/lvl :: 90 >>> 75 AR/lvl :: 3.4 >>> 3

Say NO to FF8/16/2018, 3:34:34 PM7 votes

Feedback:

AOE based champion are bit hard to handle due to confined space example Brand, Zyra, ziggs - I found it hard to reach them without ghost walker but even then can't kill 1 of them alone when they have 2-4 people trying to protect them. I play bruisers mostly.

I think Brand is just flat out broken - HP based AOE damage and if left untouched for a while he will destroy any kind of frontline as well.

One way to handle this would be to allow bans.

Lastly I will say no need to balance this game mode, no amount of balancing is enough to make the community happy as evident from the Summoner's Rift balances. And I LOVE YOU RIOT FOR MAKING THIS GAME MODE. Please let me know who actually made it so I can personally thank him on twitter.

Edit: After playing a while :-

  1. For Battle Royale everyone should be forced respawned, if you are losing the game aka enemy is face rolling you and Battle Royale starts then most of the time it ends up being a 3 v 5 or 3 v 4,etc vs an enemy who is already ahead in terms of items and buffs.

  2. Loot the teemo should not walk into enemy team's or own team's jungle turret, as that is just hard to contest when there is a turret firing at you.

  3. GA and Jaana shields are too strong! Enemy just walks on your face once they have that buff same is true when you get the buffs, you can literally walk right into their nexus turret and do not give a single F about it. Suggest to give some other form of advantage like let's say infernal dragon buff for a while or Mountain dragon that way they can take the Rift herald but still there is a good chance that rift herald can be stopped, I have done it a multiple times during my games.

PintsizeWrath8/20/2018, 6:13:01 PM6 votes

Fun Stuff: 1 Favorite event is the Tug-of-War "Ram" 2 Duo Jungle is cool & promotes cooperation 3 Maybe because every1 is just testing, but seeing less toxic chat in the mode currently which is nice. 4 Hopefully sticks around like ARAM since its less RNG (Regarding Champions) and still shorter than Rift

Alterations: 1: Slightly Shorter 'late-game' respawns 2: Slightly Longer time between events. Fun, but feel spammed by them 3: Would enjoy the "Roaming-Nexus" event more if it was at a hard 20 or 21 minute mark. (My preference would fall to 20-25min rounds at the most)[My average round time seems to be around 14minutes] I enjoy this event as a "Game is dragging on - time to initiate a decisive end by a pre-determined time players can prepare for" rather than, "Hey kill this to win suddenly after #x-events or whatever its set to while 2 of your teamates are respawning in 40sec after trying to secure an event moments prior. 4: Would like to see something like "Ice Cold" as a literal opposite to "On-Fire" where a struggling player gets like 30% harder to kill until their next kill or like 2-3minutes pass.

luck fife8/17/2018, 1:46:44 PM5 votes

getting a deathmatch event 30 seconds after losing a teamfight is just awful experience.

Stephanovich8/16/2018, 8:16:11 PM5 votes

So I've only had time to play 3 games so far and it's been fun. The last 2 games went to the Nexus vs. Nexus fight and here's the problem. In the first game of that, the enemy Nexus never spawned. Only ours did. So no chance to even fight for the win there.

Music suggestion would be to bring back the awesome Dominion music.

Dethflash8/17/2018, 8:42:11 PM5 votes

Syndra can pick up the Nexus Minions!!!! That should not be allowed at all, Syndra can literally pick up the enemy Nexus Minion and toss it into the middle of her team, feels like a BS way to lose when it happens.

Cytex8/18/2018, 5:54:07 AM5 votes

I think for battle royal they just need to disable turrets at least

Bjewni Bear8/18/2018, 9:52:13 AM5 votes

Amazing gamemode! Although, there is room for improvement. Baron buff is to strong and death timers in late game are annoying

Daddy Ants8/18/2018, 9:19:00 PM5 votes

PLEASE

ADD

BANS

Zed, Yasuo will get perm banned in this mode too.

So what, Who cares?

ChosenofKane8/15/2018, 7:51:41 PM4 votes

First, more obvious separation between the jungle and lanes. In my first game I had no idea where my jungle ended and my lanes begun. Two, maybe have the events take place in more neutral areas. I won my game, but the first event was king of the hill directly under our turret so the enemy couldn't stay in the circle, then it got to sudden death and because the enemy was in our base attacking our nexus, when it got up and started walking around the enemy team kept trying to attack the original nexus. Also, their nexus actually went all the way to our base and got stuck in our base so we could easily burn it down. Anyway, gonna go play some more games and see if I find anything else.

GalacticaQT8/17/2018, 9:47:01 PM4 votes

Maybe lengthen the amount of time played before being eligible for FF?

NotaWeebishname8/18/2018, 12:10:03 AM4 votes

Thoughts: Map legibility obviously needs some love Ghost poro just...kind of fails sometimes? I have yet to see consistency with it I think ward CD should be shorter, but only allow one place per champ. Currently there are long dark times and no ward support items(besides wriggles I guess) I think the champ cannon should exist right away, but have a limited ammo count for each player. Like it could start at 1, gaining another charge every 4 mins.

Events/rewards in particular: 90s GA and the BF shield are way too big, especially with there being no rhyme or reason to what events reward what buffs. A team managing to walk the cart not only gets a free tower, but then gets 5 GAs on top of it? WHY ---These are particularly bad if they're given out when a game is pretty even but a team happens to win an event, yet to see a game not snowball out of control when the GA or BF shield get given right away. Locations for events spawn more central, and when on the losing close to but not under the permanent tower. As it stands, having a KotH event right next to your nexus rarely impacts things, and early on having a ring of fire event spawn on a enemy tower when you maybe have 2 kills on them is just dumb.

The events themselves I like, just their locations and randomness/strength of buffs need some changes.

PhantomSpirit1018/18/2018, 12:16:43 AM4 votes

I feel like Nexus Blitz could be a great gamemode if it was nicely balanced, excited to see the potential of this gamemode.

Do you guys plan on using the textures of a map that was cancelled long ago called Magma Chamber into Nexus Blitz? I feel like it would be quite unique and I've always liked the design of Magma Chamber.

IMO I think the "events" in Nexus Blitz however are poorly balanced as the Ring of Fire sometimes spawn in a location that is a clear disadvantage towards one team. Same goes with King of the Hill. Killing Teemo is difficult when he runs into the enemy base too.

Jimmy G l3uckets8/18/2018, 1:38:16 AM4 votes

Really a fun different mode and the map is interesting! Please keep developing, this is very addicting!

AimAssist8/18/2018, 3:03:52 AM4 votes

early Bard chimes needs to be in ally half of the map or at least in less risky areas aka not under their tower

LPS8/18/2018, 4:08:37 AM4 votes

Feedback -

While I do love the mini games for the most part, I think the snowball game is out of place. I personally do not enjoy it, although I could see why others might (as it's just something different). I also agree with other posts I see about the placement of the ring of fire and KOTH circles. I have had several that just felt so unfair due to placement near an enemy turret.

Overall fun gamemode, Riot!

RiotAD Yuumi8/20/2018, 9:38:09 PM4 votes

New week, new micropatch.

Today we're ADDING A NEW EVENT AND REWARD. Looking forward to your feedback when they show up in your games.

Also trying a global Magic Resist buff to reign in the power of Tanks and AoE mages. This is a heavy handed approach and may not be ideal in the long run. We're going to monitor its effects and follow up on Wednesday. Personal worry is that we may be leaving our AP assassins out to dry.

8/20 Patch notes:

Global Aura All champions gain 5 +.5/lvl Magic Resist

Events and Rewards Added EVENT Scuttle Racing Added REWARD Brush Stealth

Jake th3 Cake8/18/2018, 9:51:06 AM4 votes

i think the gamemode is really fun and deffinitely what league needs at the moment. what i would change is purely visual and bug fixes. maybe make the bushes slightly larger.

Thad loves Snow8/18/2018, 9:51:35 AM4 votes

Great gamemode all around. Nothing bad to say. Just a blast to play. Such a good way of taking som time off ranked and just enjoying league at its maximum potential.

Vexilus8/21/2018, 2:09:08 AM4 votes

Would love an event where bard chimes spawn all over and the team who collects more wins. If you're killed during the event you are revived similar to aatrox ult revive (can move while reviving) to 100% hp mana and 30% of the chimes you collected explode put of you. The killer would then have time to collect the dropped chimes while you revive.

Would be fun

TinyTrouble8/18/2018, 12:44:46 PM4 votes

Most of the feedback here is really solid so I have nothing to add to that, just gonna pitch my support for this mode. Shape it out properly and it's gonna be a great addition to the game.

Chavez Obama8/21/2018, 6:32:31 AM4 votes

Came back to LoL for fast and fun, if this takes off, might have to play more. Here's hoping for a successful quick game mode with support from Riot.

TheD208/17/2018, 2:24:16 AM4 votes

Very refreshing mode! I'm a real big fan of the idea and I think it's a super fun addition. It kinda feels like a weird (in a good way!) mix between everything I like in the rotating game modes with a new map. I only have a few issues with it, but here they are:

  1. The placement of the buffs, blue buff in particular, feels awkward. This could just be me, but sometimes it feels like it's a massive clown fiesta trying to get to the buffs, specifically, blue buff. Also, I would push red buff back a bit more to allow more visibility of the enemy if they choose to engage the buff in its pit. It feels a little strange attempting to engage an enemy who is engaging the buff because, due to the placement of the bushes and the buff relative to me, it feels like they have a huge sight advantage, both with and without wards, which brings me to my next point...
  2. The bushes appear extremely thin and it is very hard to tell what is/is not a part of the bush. In Summoner's rift, it's very clear where the bush ends and begins, even without your mouse highlighting the area. I don't see why it should be any different for Nexus Blitz. Also, there are some spots (I believe next to the turrets in the middle lane, for example) where there are tiny bushes right in front of it. I firmly believe that these bushes either need to be moved away from the turret and made larger or taken out entirely.
  3. There needs to be balancing between the events and the rewards possible for the events. Moving a payload from one point to another that is barely even far from the first is not the type of thing that I would give a Guardian Angel to, nor is fighting and winning in a very close battle royale the type of thing that I would associate with a very temporary ocean drake. I think that perhaps certain rewards should only be available during certain events in order to create an incentive for players to want to win them, besides the obvious incentive of "maybe I'll get something good if I win this event"
  4. The bottom lane is...kinda useless? Since it's the farthest away from the nexus, the farthest away from the jungle, and the most hassle to take, it more often than not gets forgotten in the games I've played. I think this mode would benefit from a more focused map where laners don't have to wander aimlessly between the action and (more often than not) nothing. It would make it feel more action packed, and it would probably make the game go faster, since players have to focus on just one lane instead of, what is to me, a lane and a half.

All in all I really like this mode! I quit playing league as much recently, so it's really nice to come back to something super refreshing and promising like this!

In response to the idea that this mode needs bans, personally, I disagree! I think being able to choose whatever you want in whatever role you want is important, even if it means seeing certain champions more often than others.

Keep up the good work! c:

RemiBloodWolf8/16/2018, 10:12:08 PM4 votes
  1. Needs Bans
  2. Needs more whimsical rewards and events, ie snowball fight, blitz minions, catapult
  3. Needs targeted champion balance. Brand, Yi, Ziggs, Lee Sin and countless others are way too strong and win the game for their team.
  4. We need a clear timer/mechanics of how the push the cart works. I heavily dislike not knowing how long itll take if were doing a tug of war, and if its like an inch on my side itll just bum rush my turret/inhib, especially if we managed to have it on their side the majority of the time. I think we need just more timers in general. Like how we can see the next dragon

Edit: I think the map also needs to just be bigger. I like the overall layout but I think it would just feel better if you buffed the overall size of the map.

Also, I nominate either Bandle City or the Vastayan Jungle to really hone in on the whimsical feel of the gamemode

Tho, Vastayan jungle may be a better idea if you decide to make hide and seek a game mode

Dethflash8/17/2018, 7:22:55 PM4 votes

King of the hill, ring of fire, loot teemo, all need to be in no mans land. Its unfair if loot teemo walks around under the enemy towers, just as its unfair when the king of the hill or ring of fire are under my teams towers. Would love if there was a capture the flag event, and whoever is carrying the flag can't use dashes and movement speed buffs dont work, and teams fight over the 1 flag to try and carry the flag from red buff to the very bottom of the map.

Yadid8/15/2018, 10:37:32 PM3 votes

Hey, are you willing to enlighten me on why there are turrets with healthbars in the topside (jungle) where no minions spawn to siege? They serve no purpose in terms of objectives.