Riot, you need to make LoL FASTER & more AGGRESSIVE

Report Team GG··2 votes·875 views

I know a lot of people on these boards are a bit.... conservative and always think things are perfect the way they are but here's the thing.... LoL is sort of like having children. They'll cause you ridiculous amounts of frustration, heartbreak and anger yet all you'll remember is how much fun you had at the end of the day. And for a lot of you, you've never really seen the other side.

Now take URF. Ultra rapid fire. 80% cooldown, ridiculous attack speed, movement speed. It was fast paced and took the emphasis off the boring stuff.

With URF we were able to experience what LoL would be like when it became more mechanical and reaction based. When you first fell in love with LoL, you did not fall in love with the "strategy" of LoL. Hell, I would hardly consider LoL to be anything close to the pinnacle of strategy. You fell in love with the PvP combat, and fighting your opponent. You did not fall in love with warding, cs'ing or split pushing. Highlight reels are 100% mechanics and flashy plays. It's like football where a shootout is more fun to watch than a defensive game. Sure taking top tower while your opponent takes dragon is the smart thing to do, but the amount of PvP action is nonexistent. Adrenaline rush? None. Mechanical skill? None. PvP? None. You can take towers in bot games.

So how do you achieve a game with 1) more action, 2) more meaningful action (which I will define as fights where both players have a reasonable opportunity to make plays and win an engagement as opposed to being utterly outstatted), 3) aggression that is rewarded (as opposed to 0-0 20 minutes in games that we have to sit through...) and 4) more exciting to watch for all involved.

Now for the purists in LoL they're going to freak out because Riot and LoL is perfect and nothing needs changing ever. But for the more open-minded I suggest the following:

  1. To reduce early game snowballing and increase meaningful action Riot should do some of the following: -Upon dying, a massive speed boost is given to get back into lane. (perhaps as a mastery point) -Death timers reduced -Gold on death reduced -Alternatively, tower teleport scrolls.

  2. To incentivize aggression: -Nerf wards (will be expanded on later) -Slightly decrease gold from farming minions. Increase passive gold. -Nerf supports ability to peel. Compensate them in other areas. Peeling discourages risk taking. And due to the fact that peel is basically point and click 90% of the time as well as being instantaneous (0 cast time) makes it very problematic as far as risk assessment. Anyone who wants to engage in combat will likely avoid it due to the support being so stifling. There is no counterplay against peeling though that's a whole different issue altogether. -Balance defensive spells to offensive spells. As of now, defensive spells come with extreme reliability (point and click, instant cast, no issues with dodging/moving out of range, zero risk to use) while contributing significant secondary effects. Example: Janna shield. It's got 240base defense and 50 base AD. It's a point and click 800 range (try finding an offensive spell like that) instant cast spell. The 50AD? Throw it on an ADC like Graves who has 298% total AD ratio and thats about an extra 150 base damage. 390 base on a 10 second cd is a bit outrageous don't you think? And that's not even counting autos/quickshot. Oh and shields aren't mitigated by resistances either so a 240 value shield is actually stronger than a 240 value nuke.

  3. Nerf wards -Wards make payoffs from taking risks significantly less likely... example: ganking bottom with a ward placed will result in an exp and gold deficit). Balance the game accordingly (nerfing super strong gankers and extreme burst damage) -Make jungle creeps hit much harder so that the jungler is a lower HP to counteract ward nerfs. -Remove river brush close to lane. It's almost required that you ward in those brushes anyways. Top lane being unable to ward their brush as often is counteracted by the fact that he can see what's in the bush.

  4. Buff mobility -Lower the CD on flash. If Riot wants to preserve the sanctity of early game, scaling CD reduction on flash. Flash is flashy and fun to use. Also having teams refuse to teamfight cause their flash isn't up is pretty stupid. -Lower CD's on ultimates across the board. (With the decreased value of dying, ultimates need to be up more often) -Buff mobility skills on champs with them, increase movement speed on those without.

This would make the game a bit more URF-like while still keeping the magic ofLoL

6 Comments

TheVishual2 votes

you're an idiot

ModUlanopo2 votes

So, you want to remove as many tactical and strategic considerations as possible and reduce the game to spamming abilities. Gotcha.

Raptamei1 votes

So, you want to remove as many tactical and strategic considerations as possible and reduce the game to spamming abilities. Gotcha.

To be fair, LoL is not a strategy game. If it was, counterpicks would matter. The entire point of LoL is that I is more of a brawler than Dota.

I agree that Urf is the future because it gives champions actual strengths and weaknesses.

The Mormonator1 votes

So...Call of Duty?

Report Team GG1 votes

So, you want to remove as many tactical and strategic considerations as possible and reduce the game to spamming abilities. Gotcha.

Strategy?

This would increase strategy. Just because it's easier to kill/be killed does not mean there's less strategy. It honestly pisses me off when people who aren't smart try to act sarcastic.

And if you think dropping a ward in river bush every 3 minutes is strategic.... I got bad news. If you think dropping a ward at dragon every 3 minutes is strategic I got bad news.

What I am proposing is to rebalance the risk-rewards not to eliminate strategy altogether. Unfortunately for you, you aren't smart enough to comprehend it because your thoughts are uncreative and unimaginative. You're probably the kind of person who thought candles were the pinnacle of lighting in the 17th century and that nothing would ever surpass it lmao

ModUlanopo1 votes

I think you have a weird definition of strategy.

What you want is to make League more like a fighting game, but those games already exist. What differentiates League from those games is that you have to think about more than just mashing buttons.

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