Hey Devs watch this he brings up good points

Macbob··14 votes·7,444 views

This is a Dota2 player but plays LoL for research purposes on game design so without any hate just watch the video the points he makes are fucking good just saying [zombie-brand-clap] Around 24:00 he starts saying what are the issues he met in with the game.

21 Comments

FrozenFrostFyre7 votes

completely agree flash needs to be nerfed and brought in line with the power other summoner spells have. and everyone knows damage is too high i think it's a massive mistake by riot to not try and fix it right now, but they know and understand it's a problem and maybe the more time they have to think on it the better the solution will be.

BigFBear1 votes

They just said they will fix it. Look last red posts.

They will fix DMG and burst, they give us free choice of stats in runesystem... LoL will be great again.

Blast Protection1 votes

Could i have the source please?

BigFBear1 votes

http://www.surrenderat20.net/2018/08/red-post-collection-gameplay-changes.html

"Hey all, it’s RiotScruffy and I wanted to address some current issues in League’s gameplay and give some transparency for our plans for the rest of this year. Nothing is set in stone; keeping you all involved in the conversation is what we want here and we’re looking for your feedback on our plans to make sure we're on the right path.

Our immediate focus

Damage and burst are too high

In 2018, damage in League is up relative to defenses in the game. This is especially true in the early game. We’re looking for the best ways to make some small improvements in an upcoming patch and do a comprehensive pass this preseason without overly stifling the action or opportunity for kills. Specifically we agree there’s too much burst coming from systemic sources and many of these effects can stack. It’s not uncommon to see Scorch, Electrocute, Duskblade, and Stormrazor used together in a way that breaks our historical rules for how much reliable burst we allow without giving opponents much chance to respond.

Marksman feels-bad

While we got the diversity gains that we hoped for in midseason, the pretty heavy feels hit to marksmen was much more than we wanted and expected. A mix of us undervaluing the negative impact of some changes and sharper nerfs than we aimed for led to painful build paths, crit builds giving numbers over 100%, low satisfaction around the new crits, and a bunch of underpowered marksmen. The 8.15 changes that recently shipped are targeted at improving the satisfaction and smoothing the build path of some of the crit itemizations. Additionally we think that the power curves of these champs were too slow to come online. Sacrificing some late game power to ramp up quicker we think will give marksmen players a chance to affect the game before it’s already over and not completely overtake the late game.

This year’s preseason

Some of our infamous preseason targets we will not be touching significantly this year. In particular we’re not changing the jungle and we don’t want to do too many fundamental shifts with all of the changes in the last months.

Our goals

Comebacks are more achievable and satisfying

The feeling that a game of League is over in the first 10 minutes is something we've been hearing a lot from players and this isn’t something that we think provides the best game experience that we can offer. Ideally when you experience an early game setback the reaction is to plan for an exciting comeback rather than feel like surrender is the best choice. Early game successes should give teams meaningful advantages but we need more clear and feasible ways for the team that’s behind to attempt their comeback.

Laning Phase is slightly longer & champs usually complete 1 item by the end of it

The laning phase is a core phase of the game where players get to enjoy the constant back and forth of a 1v1 or 2v2. We want to make the lane phase a more stable segment of quality time in every game and push players a a bit farther into their power curves before the game transitions into the more fluid mid and late game phases. Entering the mid game with a stronger baseline of power lets champs fulfill their specific roles and be an important contributor to these fights, minimizing cases where players feel like they never got a chance to do their job before the game ends.

Decided games resolve faster

Though we want comebacks to be achievable in most games, we also want to address a problem where one team in a game is so far ahead they have a near certain chance of winning, but the game still ends slowly. This to us is just not a good use of player’s time. If one team manages to gain an insurmountable advantage, the game should end pretty quickly from that point. We're looking into changes that help super snowballed teams close out the game.

Rune paths no longer dictate stat bonuses

After having some time to let runes soak, and listening to your feedback, we’re focusing on one change to the system. We want to decouple stats from your rune style choice and offer a pretty straightforward and direct choice of what stat you want for your champ. We hoped initially that attaching stats to styles would help us prevent dominant choices (a rune that's a good fit for your playstyle is in a path with sub-optimal stat bonuses; do you take it anyway?) but after seeing the results it’s preventing more choices than enabling. Beyond that, we're also planning a light pass on the most dominant or unused runes

Long term learnings

Too much relearning detracts from the fun

Evolution and constant improvements to the game are key to what makes League League, but too much change too fast can make you all feel like there’s no time to settle in and master the current landscape. In recent seasons, we've been more willing to ask you all to pay that cost to make changes we truly felt would improve League in the long term, but it's clear that despite our intentions, we hit a breaking point in 2018. With this learning we are trying to gauge and pace our changes to the game so we get the best improvements and new content without cutting short the healthy period of a stable meta.

Don’t want to invalidate the way you play

Some types of change improve the game in a way that we all as current players can adopt and acclimate to. Some other tactics (like the side effects of our bot lane diversity stuff) can leave players feeling like the way they loved to play League is just no longer valid. The frustration we’ve seen from those of you trying to keep up with this year’s midseason reminded us how crushing that feeling can be, and we’re being much more cautious with these types of changes going forward. The long term promise that we can make to you is that sometimes the game is disrupted but we are here for the long haul: we will not let it stay broken forever. League is a huge passion for all of us and we really appreciate having a player base as engaged as you are. Looking forward to the coming months and expect to hear more as we start testing changes and responding to your feedback.

-RiotScruffy"

EkyonKun6 votes

26:34

"WHY IS EVERYBODY ALWAYS DEAD?"

League's problems summarized in one sentence.

Ahpe5 votes

Can we get timestamps?

Macbob2 votes

{quoted}

Can we get timestamps?

well until 24 min he is saying mostly what he likes about the game after that its the issues about the game

Shamose2 votes

This dude calls champions heroes. I'm not buying anything he says for the rest of the video.

ned the kled17 votes

dude, it doesn't matter. he's a dota player

also, most of his points are true.

Shamose1 votes

Well I don't care. Heroes are heroes. Champions are Champions.

Every statement he makes is false.

Meep Man13 votes

That's purdy childish. I call every person in any game I play a random name based on what's on my brain.

Automated Riven1 votes

Didn't you read what he said? That means your opinion is invalid.

;) (Not serious. Cause I dunno how to make that clear in text).

ned the kled1 votes

still don't see how names affect his points

RedCyclone1 votes

I call operators in R6S heros

it don't matter my friend, people get that you mean "roaster"

SugeMinPikk2 votes

"damage too high"

"flash too mandatory"

Those are the only two real negative points he made, and a lot of people have already expressed this too many times to count..

Other than those, he was just talking about shit he liked. "me like plant" "me like scuttle" "me like bosses"

Macbob4 votes

{quoted}

"damage too high"

"flash too mandatory"

Those are the only two real negative points he made, and a lot of people have already expressed this too many times to count..

Other than those, he was just talking about shit he liked. "me like plant" "me like scuttle" "me like bosses"

not really he said damage is to high but he pointed out in the context that time to kill is super low Flash is needed then why have the choice for it? the thing about plant and scuttle is that he liked them for objective gaming since dota is more about strategic play

SugeMinPikk1 votes

{quoted}

not really he said damage is to high but he pointed out in the context that time to kill is super low

No shit sherlock, what other context would it be in [sg-lux-2]

Olga Rajecka1 votes

{quoted}

"damage too high"

"flash too mandatory"

Those are the only two real negative points he made, and a lot of people have already expressed this too many times to count..

Other than those, he was just talking about shit he liked. "me like plant" "me like scuttle" "me like bosses"

Besides, flash isn't mandatory. It's just there aren't enough summoner spells to make flash fight for it's position. Shaco, for example, can easily run Smite / Ignite. Hecarim, at one point, used TP / Ignite.

Teridax682 votes

So, to recap the criticisms made in the video:

  1. Time to kill is too quick: This is a complaint that has been made countless times by players in recent times. Whether one wants to reframe this as damage being too high, resistances being too low, etc., the end result is the same, as even Baumi, a player new to League, thinks champions die too quickly.
  2. Pro games are too conservative: This is pretty much an extension of point 1, because the rapid time-to-kill is what's causing pro players to stall and avoid interacting with the enemy, but I think this deserves a separate point because the pro scene is important to League. Riot expressly tried to make games bloodier and faster in the past by accelerating time to kill, but many players have also noted for quite some time that this has completely backfired at the pro level, causing players there to take as few risks as possible and engage in passive strategies whenever possible, as going for riskier plays can cost a team the entire game if it fails.
  3. Flash is mandatory: This is something that has been generally accepted in the League community, but Baumi shows how such an assumption doesn't really work well for a player just getting into the game. To anyone with even a little experience in League, Flash is so essential that it practically goes without saying that one must pick it on virtually every champion in every game, to the point where not picking it is considered exceptional and/or controversial. Riot themselves have openly said that Flash is so intrinsic to League's balance and design that they don't really want to touch it. To a newer player, however, this means there's this huge false choice in presenting Flash as optional, particularly since the spell is level-locked (which effectively means new players are still put at a disadvantage and not getting the real League experience upon entering the game).
  4. Some champion designs are gimmicky: This was only mentioned in passing, but one of Baumi's criticms was that some champions (whom he didn't specify) have shallow and gimmicky designs. This echoes player complaints made about kits made a few years back that were centered around some singular minigame, e.g. Fiora and her vitals, which introduce a gimmick that has little to do with how the game plays in general. Riot has since improved upon this (Urgot has a minigame that feels legitimately good to play, and good depth to his design, for the most part), but older mistakes still remain.
  5. The League client is shitty: This was also only mentioned as a side note, but it's still a criticism that echoes with many players. The League client has been updated, but that has mostly felt like a coat of paint slapped onto a client that is still creaky and dysfunctional, especially relative to something as smooth and vibrant as the Dota 2 client. The tech is still years behind the competition, and it shows.

Personally, I agree with much of this criticism, and I think it's good to see a fresh perspective on this from an outsider, because it's all too easy to get caught in our own conventions. Most of us are used to seeing Flash in every game, or handling the archaic League client, or even having our champions die in a fraction of a second at this point, so it's good to have someone who isn't used to this tell us that it doesn't always have to be this way. Whether or not these issues will get addressed is another matter entirely, but this I think gives a pretty good perspective of what League is to someone just starting the game, and therefore of the issues new players may encounter.

Dope Solo1 votes

Every time this guy walks into the Veigar cage. Every. single. time. That was hard to watch.

hrooza dota 1 votes

i dont like watching his dota videos but i cant belive he loved the same champ as me thats a good start [slayer-pantheon-thumbs] also loved all those positive things he said about lol monsters/things and agree with it.

going to the negative parts : we all know damage is a problem so i will pass that and i fully agree about flash point imo they need to step up and balance flash

More from Gameplay

More by Macbob