Lets have a chat about desired game direction yall.

Kai Guy··1 votes·1,350 views

Ahoy folks! Lets talk about the future direction of league and what do you want to see? This is a pretty open ended question and not everybody is going to be on the same page, so try to reserve downvotes for trolls and poor quality posts.

If you decide to chime in on how you'd like to see the game evolve, some guidelines that I would appreciate ya to respect.

  1. Why you want the game to grow the way you do, why is it a good thing for us?
  2. Address any challenges in accomplishing your desired game goals.
  3. Respect differing viewpoints, not everybody wants the same thing.

4 Comments

Manes Shade1 votes
  1. Nerf consecutive stuns/immobilizes on the same champion(So stunlock can not happen) I do not think slows need nerfing though.

Why? I have no fun playing against teams that have more than one Stun/Immobilize/charm let alone entire teams where each player has them, I always contemplate just quitting(But I never do).

  1. Improve towers.

Give towers base damage (300 or 18% hp whatever is higher True damage too) & Range(i think maybe 300 base bonus might do it but I am uncertain) vs champions(not minions) and make them target enemy champions if they are attacked/have recently attacked the allied champion.(helps balance out against tower dives and ranged vs melee champs)

Why? Towers are a joke, I legit laugh at their feeble attempts to threaten me, Even at level 3 I am usually able to laugh at their pitiful 20 damage strikes.

  1. Nerf ranged Champion movement bonuses and all dashes(a dash is a godlike ability in game Look no further than the usage of Flash in games) Ranged Champions being able to kite without having to invest in items is garbage..

Make ranged Champions have to invest into Kiting/Speed, instead of just giving it to them. This will balance Ranged Champions out so much more than you can even realize until after you implement it.

Why? Having 4 speed boost items getting up to 550-600 movement speed and then looking at ranged champions who only bought base boots and have more Movement speed sucks. It makes me unhappy.

  1. Make ranged champions have to focus Item wise on more than just damage and damage support. It is not fair that melee has to focus Movement, defense and hp just to reach them, and oftentimes can not even deal damage to the ranged champ before dying even if they do reach them.

Why? If you have to invest so heavily into defense just to survive being hit once that you can not invest into any damage, well the adc does not even have to run from you even if you do reach them because between their damage and lifesteal you can not even kill them.

You can not defend the linear buy pattern of the ranged champs by saying it is the Tank's role to take damage not kill. If the tank classes die in 3-4 auto attacks from the ranged champions(usually takes less than 2 seconds), it is not really a tank now is it, it is just a glorified moneybag ripe for the taking.

Kai Guy1 votes

Id probably personally look to add in utility to melee/tanky champion to deal with CC, Make it a reward for non aggressive itemization. Something that added Stacking Tenacity in response to CC as a unique passive, and have that Tenacity Value scale off MR/Armor. Also id love to see a support item that provided an Aura that reduced Knock-up duration. Probably would lower some Shred and overall id want to look make armor a better stat when stacked.

I want stun lock to remain for squishy or high damage targets, it should be a risk they pay for their ability to position safely, its gotten a bit oppressive for melees that lack mobility, to the point even tanks are pretty locked down. Reminds me of season 1 CC honestly. Rammus Fiddlesticks could lock 1 person down for 6 seconds. So I don't really want it nerfed to the ground, I do how ever want to see better itemization vs it for the roles that need to deal with it most.

@towers, I want Warming up to trigger for a smaller % off minions, have a higher % amp for champion hits and to have a higher Cap. Folks can still dive, it still punishes baddies sitting undedr tower with garbage hp, but some one getting a fat wave and taking to long to engage a fight, or sustained fights under tower become a real risk. Far as tower durability I lean to extending duration of fortification a bit rather then just make them inherently beefier. That's just imo.

Im ok with mobile ranged champions provided it has a good trade off. lower utility, lower damage, etc. It might need to get toned down on outliers but on the whole im ok with mobility being a valuable stat that comes at the cost of other stats. Itemization for ADC mobility might need to be looked at some, APC seem pretty reasonable imo, thou some are very annoying with a item 3152 .

My overall stance on the game is I think Defensive itemization needs a facelift and knockups don't need to function as "true" cc.

Thanks for taking the time to respond bruh, Gl & hf on the rift.

Skullgetti1 votes

I just want it to be like a few seasons ago where Tanks counter assassins, Assassins counter squishy ADC's and supports, ADC/Supports counter tanks and potentially carry if the team plays right and mages are swiss army knives that take on different roles ranging from ap burster to poker to cc heavy teamfighter. It added a lot of strategy, planning and skill to the game where as this season so far has been "STACK AS MUCH DAMAGE AS YOU CAN AND ONESHOT EVERYONE"

Manes Shade1 votes

To be honest I am fine with Mobile ranged champions too, I but I want it to actually cost them something, and not be so absurdly powerful that I can not do anything against them. Dashes in game are godly skills that every player wants, and so many ranged champions get to spam them.

I literally watch champions like miss fortune have no items and sit at the same MS as my 4 MS Item Garen(and my movement speed is buffed only for 3ish seconds) or a rhyze able to stun lock me as permanantly as I chase him down, or Ahri Literally able to dash over half the map, or micro me to death with her dash and I literally have no response if I am playing any melee champion..

Kiting is a real problem here, it literally makes almost every melee champion unusable if the ranged champ is some what competent. But I think it should be an actual possible strategy to use, My problem is they are not sacrificing anything to be able to Kite and deal insane damage anyways. Even though I am maxing my MS they can still Kite every melee champion I have tried to play with without buying anything more than a simple pair of boots...

More from Gameplay

More by Kai Guy