What I (a game designer) would change to improve League if I was in charge.

Sylias Ravenmore·7/26/2019, 12:15:09 AM·2 votes·1,818 views

**Dragons: ** First off.. I'd change dragons so that they gave a "mini baron buff" to the players that participated in securing the objective. I'd remove the 5 different types.

It is hard to get your team to help you secure one sometimes, much less get them to put their lanes in a position that you can solo one. I've even dealt with jungles (or laners) that WILL NOT dragon because they don't care about it because it isn't Infernal/Mountain...

A lot of times nobody will help because "It's just a mana/wind dragon"

This would also remove the random type mechanic which I feel can throw a match in turmoil especially when teams start stacking the right one (I.E. Zed has three infernals, Brand has three mana dragons)..

When a team has three of the same, it can do a lot for the right champs... it makes it harder for the other team to fight them at that point. Especially if that team is already oppressive to fight.

A mini baron buff removes that RNG factor and encourages participation in the fight. It is a benefit that everyone can immediately see and makes securing it more important.

Rift Scuttles

The amount of gold and exp tied up in these things are atrocious. If you steal a single camp early game, get both scuttles and both your buffs... The other jungle is going to be playing catch up for a hot second if they can't get a gank in. I've been on both sides of this.

The high amount of gold also encourages your "team-mates" to come steal them, which makes it hard to stay on par or catch up if if you fall off.

The vision they provide makes it a nightmare to dragon/baron or gank nearby lanes if the other team kills it, especially if the other jungle is power clearing or the other team is more active in helping them.

I'd remove them from the game ultimately, but I'd also support lowering the spawn frequency drastically, and/or lowering the amount gold/exp they provide.

Rift Herald

Nothing like losing an entire lane to this thing because the other team gets it and no one wants to help prevent it from shoving down your lane.

I'd either remove this completely or change the reward for defeating it.

I think some kind of buff and a mass amount of gold/exp would be more appropriate.

There is enough going on the in the game, that a successful rift herald shouldn't practically end the match.

Wall Jumpers

Kayn, Talon, Akali, etc etc

This shit is ridiculous sometimes. Most of the champs that can do it, quite often have no problem completely wiping you out in a straight fight anyway.. so it makes it SUPER FRUSTRATING when they can easily kill you anyway, but the moment you get them close to dying, they just escape through a wall.

I'm not saying I'd remove this completely. I think some champs can use it really well and it provides some interesting gameplay.

Talon at least can't jump the same wall twice for a period of time... Kayn however can free-run across the map..

Kayn jungle can be oppressive because he just shortcuts across the map and clears the entire board before you walk to your second/third camp. I can't count the number of times I've cleared three camps just to find Kayn clear my other half of the jungle. By the time you discover it, he has cleared the rest of his.

What I'd do with these champs is lower the overall frequency of wall hoping so that it has to be a strategic choice and not a "get out of jail free card"

I have no problem with Graves or similar champs being able to use his E to jump through a wall, but being able to cover vast distances provides too much mobility.

FIRST BLOOD and early kills/Snowballing

First blood should be rewarding.. but league is one of those games where a single kill can cause the killer to snowball out of control. I'd change the game mechanics overall to award a small buff for getting first blood.

In addition a team getting a few kills early shouldn't determine the majority of a game. I'd lower the worth of early kills.

This would encourage players to participate in early fights and minimize the impact of a failed/successful invade.

Players tend to FREAK THE FUCK OUT when someone on the team dies. Lowering the value of kills early would provide a safety net for error.

Also.. players sometimes put too much effort into trying to get kills, rather than trying to secure objectives.

I'd handle this potentially in several different ways.

  1. First 10 kills overall are practically worthless with a slowly ramp up in value.

Going with this, it would provide a fair amount across the board to prevent any one player from being targeted.

  1. A players first 3 deaths award little gold and afterwards full value.

This would give each player equal chance of lowering their impact to the enemy.. but at risk of being a major target (Lets all gank Mid because he's died 3 times)

  1. Kills are worth a little more than siege minions, but offer higher experience points.

The reward here is a little bit of gold and an increase in levels. This would lower the impact of a player getting "FED AF" because they wouldn't be stacking items while everyone is still finishing the first. Giving a lot of experience would give them a level advantage, rather than an Item advantage, which would allow the losing player to play smarter...

  1. Kills are worth more early, but become worth less later.

I'm of the opinion that at 10 kills, you've probably got enough, and should probably be trying to get the rest of the team fed at this point.

Players become ABSOLUTELY obsessed with kills over objectives sometimes.

I've lost a lot of games because a midlaner is spending more time roaming than protecting their tower. It is incredibly frustrating to watch a player leave lane to chase a kill and lose a tower each time they do.

Kills would be almost triple their current value on the first three, and worth about the same as an assist at 10 kills..each kill after that would reduce their value until they were worth the same as a siege minion.

Case 4 would be one of the more optimal paths because it would encourage focusing on objectives instead of a KDA. After 10 kills, you are going to start looking to end the match, and more profitable solutions.. (CS, Objectives, ETC)

Some champs with the right items can just nuke you under your tower if they get a good 3-4 kills on you in the current system..

Remakes, Surrenders, Match Integrity

First.. The Remake window is too short. It should also never be put to a vote. If a player is AFK and the system detects it.. The match needs to end.

Also the AFK player needs to be ANNOUNCED right away to both teams.

"PLAYER NAME is AFK, match will end in 5 minutes if they do not return"

In addition.. the remake period needs to extend to at least 10 minutes, and include situations where a player was present, but AFK'd after purchasing items.

FF@15 needs to go. I'm tired of the other team getting First Blood and someone on my team deciding the match is over.

AFK matches need to end with loss prevented. If a player AFKs they have 5 minutes to return or it ends. No more 4v5's

To prevent the "Getting a friend to afk" abuse riot is scared of.. this would be a simple fix:

Every player has a visible "LEAVER LEVEL" to alert them of how high their AFK levels are.

Blind matches, Draft, etc would have a lower impact on their score. RANKED matches would have an EXTREMELY HIGH impact and about 3 AFKs in ranked would result in maxing the level out.

When the leaver level is high.. RANKED would be unavailable for say 10 games and consistently high or excessive levels would result in stricter punishments. This would be balanced around allowing room for circumstances beyond a players control and malicious AFKing.

The 3x in ranked would stand, because even RIOT has said that if you are having issues with your connection, you shouldn't be playing ranked.

If an AFK is worth 10 points.. it should take 20 games without an AFK to clear that off. (2 points per game.) 33 points for an AFK in ranked (33 x 3 =100). Points should also decay per day to help in situations where say a players connection was faulty one week and they had a higher score than they would normally.. this allows them to take a few days off play to ensure their connection is ok and give room to test it.

The week of a patch would also have a smaller impact on Leaver Levels to accommodate the issues that arise.

Weekly Rotating Bans

There are a lot of champs in this game.

To the point I feel like you could give each play 5 bans.. and still face a hardcounter in your lane.

Not only are there a lot of champions.. but you consistently see the same champions every day.. day in.. day out.

It would be nice to see about 20 champions per week be Auto-Banned.

This would give a total of 30 potential bans per match.

In addition.. players would have to be able to play more champions and have a more diverse champion pool.

I've felt the requirements to entry into ranked are too low.

Ranked Requirements

I'd make the following changes (based on current system)

40 champions owned.

Level 99

Mastery 5 + champions only (40 champs at Mastery 5) (This is because ranked shouldn't be the place you are first timing a pick)

These changes would give a little balance.. level 30 doesn't take long to reach anymore and is barely enough time to master a few mechanics, much less the ones you need to be successful.. this would also make your account more valuable.. and probably discourage people from the "I'll just make a new account mentality"

Starting Items

I'd add a few options in there to diversify against a wider range of opponents.

I'd like to see MR and Attack Speed starting items. As well as HP/Mana Regen

Mana Potions/Clarity

These would come back... mana champs really suffer when they get matched up against non-mana champs.

Jungle

Nothing sucks more than having a player swipe up a camp that you are trying to fight.

I'd change jungle so that if the jungler is within a certain distance, they receive the gold/exp for the camp.

This would especially be handy for leashes.. because I'm always super nervous some troll is going to steal my camp.

If I'm taking 10g less for CSing their lanes.. they shouldn't be farming mine.

I thought I had more.. but I'll stop here for now.

35 Comments

Senamz137/26/2019, 12:32:33 AM13 votes

All I can say is good thing you’re not in charge of the LoL design team lol

Dynikus7/26/2019, 12:24:37 AM11 votes

What game did you design? These all sound like suggestions from someone that doesn't really understand the intricacies of the game. I mean no offense by this, but what elo are you? iron/bronze?

ModThe Djinn7/26/2019, 12:30:29 AM10 votes

There are a lot of ideas here I feel would be actively detrimental or fail to do the full analysis I would expect of a game designer.

Dragon, for example, is an objective that is supposed to provide some early value but scale into a late-game advantage the more you are able to secure it. The stacking bonus provides an ability to close out games, which the extra value the first dragon gives means it functions as a comeback mechanic as well.

Converting this into a miniature Baron buff effectively removes the late-game scaling from Dragon, and makes it merely a tool for pushing early -- something Herald already accomplishes. By removing Herald and changing Dragon you effectively just move Herald's effect but allow it to impact multiple lanes instead of one.

Nothing like losing an entire lane to this thing because the other team gets it and no one wants to help prevent it from shoving down your lane.

You neglect to mention here the incredible bonus damage you get from being behind Herald. A single person can reduce it's damage to just two plates (the original impact damage) by finding that opening. A successful Herald doesn't end the match -- it just sometimes gets you 1/2 to 1 tower, and more only if the enemy team is really inattentive.

so it makes it SUPER FRUSTRATING when they can easily kill you anyway, but the moment you get them close to dying, they just escape through a wall.

Mobility is baked into those champions power budgets, and mobility is limited by both resource cost and spell cooldowns. Changing that has a huge impact on every aspect of the game's ecosystem, and addressing the magnitude of those changes in a few sentences is...a bit ridiculous.

I don't have the time right now to dig into the rest, but there's a lot here that seems to fundamentally alter many elements of the game for what I think are inadequately presented reasons. This reads less like the carefully considered proposal of a game designer and more like a list of things you dislike.

saphireflame1237/26/2019, 12:26:53 AM6 votes

I literally disagree with everything you put on here. If you change all that there is nothing special or unique about the game and the gameplay would be a lot worse.

JackMcCarry7/26/2019, 6:04:08 AM1 votes

This is how i imagine every poster who says "WHY RIOT DOESNT LISTEN TO US? THEY ARE ALL BAD AT THEIR JOBS!"

Sakuritou7/26/2019, 8:16:20 AM1 votes

I don't care if you have been designing games for god knows how long, but you are hardstuck bronze for 5 Seasons and Iron 2 at the very moment (even tho you abuse Mordekaiser ((without flash and with arcane comet [zombie-brand-facepalm])). I'm sorry but, your entire Opinion does not mean anything.

Yours sincerly

Sakuritou

[sg-ahri-2]

Ephixus7/26/2019, 8:19:56 AM1 votes

What I would change remove turret gold plates, ok keep the plates, but remove given gold.

TheBrothersGrymm7/26/2019, 8:30:55 AM1 votes

what games did you design, so i know if your good

Vlada Cut7/26/2019, 3:13:54 PM1 votes

Why not make Scuttle Vision cloudier so you don't get spot when standing RIGHT at thebend of it's vision range? No, I am not talking about Rek'Sai-like vision.

Sylias Ravenmore7/28/2019, 7:02:37 AM1 votes

These are just my opinions. If you don't fucking like them, you don't have to be dicks about it. Just say I don't like X and provide something constructive.

You don't have to shit on what I say.. This is merely what I would change based on the view of my experiences in the game.

TakaDama7/26/2019, 12:29:52 AM1 votes

I agree with everything except the Mastery 5 qualifications for Ranked Requirements for two reasons:

  1. Mastery sticks with a champion regardless of any changes to that champion, including reworks. This means that someone who mained a champion prior to being reworked like Aatrox, Mordekaiser, Urgot, Yorick, Malzahar, Taric, Kayle, etc. will still be able to play the new version without any time invested.

  2. From the other end, the Mastery system is only half as old as the game itself, meaning that it's entirely possible for players who have had years of experiencing playing come back to the game and have 0 mastery for any champions. Not to mention mastery also limits the use of newly released champions.

My suggestion, if a skill/knowledge metric is to be used, is to aggregate grades for recent matches with that champion on relevant maps/modes.

Aletheiacracy7/26/2019, 5:44:52 AM1 votes

Didn't read.. downvoted because the parenthesis made me imagine you pointing at yourself all douche-like.

Barkley7/26/2019, 5:47:21 AM1 votes

Wow. I can’t imagine you’re a very good game designer.