Crazy ideas that might be worth a try
The goal here is to make the game more fun and objective oriented.
- Leavers in Ranked Loss:
- Team Members lose 5 LP + the rest the would have lost if a report was justified
- The leaver loses the rest of the LP Win:
- The leaver gains 0/5 LP
- Team Members gain the the LP they would have gained + the rest of the LP from the leaver
Reasoning: I'd rather lose 100 LP at once if I am forced to leave rather than getting an AFK in 5% of my games. One shouldn't play ranked if there is a possibility that one needs to leave.
Buhu, this could be abused: So what?
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The report system Why isn't there "quick report" with just a small text field. I encountered so many client problems and didn't report them, just because it would have taken too much time.
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Pause the Game download Why shouldn't there be an option to pause the download?
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Some small InGame issues
- Let me permanently map items to certain slots (item priority for a certain slot)
- Lee Sins W STILL doens't work on smart+self cast
- Make the "Enemy has vision here" marker stay as long as the ward (if misplaced - it expires after a normal ward would expire)
- The Report System in General
- The "Trolling" option is gone for some time now, but for what should I report players who intentionally play to loose even though they don't feed? (split pushing tier one tower top while our entire team pings the one enemy mage who is at our last nexus turret until we loose the game 30s later because this guy is still trying to get the turret).
- "One penalty prevents most players from disrupting any more games." Are you telling me there are loads of new players who just leave or feed a few games and then they stop? -Justified reports make the future reports weigh heavier (unjustified reports...lighter)
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The honor system... ...is just to honor the carry and has nothing to do with behavior - it would have to be two systems, but that's proberbly too much -And why can't enemies/teammates see the honor level again?
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Make not surrendering less frustrating There could be an "I never surrender"-Option in the client. There are indicators who has this turned on (loading screen and InGame) and every surrender is autodeclined for this player. This way, less people leave if someone doesn't surrender because they already know the person can't in this game.
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The banning system At least I have a certain champ in every role I don't want to face this game. And it's not just me: And the inability to play vs this champ is pretty common in low elo (my elo). So if my jungler (for instance - it's always the jungler) doesn't ban this champ, the whole team starts to feed because SOMEONE simply thought banning something else is more important (well maybe it was, but I keep losing hardcore because the same 5/6 champs get extremely fed).
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Balancing Kills should have less impact and objectives should have more impact. A 10 minute 9-0 Zed shouldn't be able to roam bot and kill everyone under tower (wards and all). Possibly the solution: DOWN the kill gold (except maybe first blood - this should be special), UP the gold for objectives, instead of upping death timers as well, give the whole team a short movementspeedboost for objectives 5s after an ACE.
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Roles Give roles unique ways to f*** with the rules of the game so people wanna play more support or whatever. These changes can be made after 15 minutes and after a cooldown, depending on how strong the change is. For example: Jungle: Faster neutral objective respawn OR faster tower regen OR choose a drake to spawn ?? minutes after the current one OR faster plant spawn Top: Faster turret shots (think TT Nexus turret) OR double the turrets health OR make turrets tankier Mid: Spells that work on drake/baron work on enemy turrets OR OWN turrets have a Malphite-like shield OR wards need +1 health (which means they also stay 1/3 longer) Support (needs something cool): Gets to choose a cannon minion type (additional spawned minion that fills out non cannon waves and later adds to all waves in order): Sniper (longer range - like baron), Siege (just bump the health a lot and not the other stats), Assassin (low heath, charges when he's a certain distance away (5-7 InGame Meters idk) and the charge takes away 80% of the enemy minions current health ADC: Respawn timers of enemies up ?% (ie. 5%) OR ?% (ie. 3%) less ROLE-ability cooldown OR -1s on recalls
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Drakes Why stop at 3 drakes of one kind? Take a little RNG out of the system and it's fine - first drake is random, a neutral camp spawn location on the river is revealed as each drake is taken (and 5 mins before the first drake is taken). 3 mins before the drake can be taken, a (dragonfly or sth) spawns on this location with 3x suttle health - it gives no gold, but the jungler of the taker gets to choose the drake. If no drake is chosen in 1 minute, the next drake is random.
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Wards
- Slightly less trinket-cooldown
- Hitting a ward once/twice reduces the time it takes before it expires by 1/3 or 2/3 - kinda makes sense to me -Introduce the Audio-Ward that was on the PBE (doens't expire, invisible, when an enemy steps on it (teemo shroom radius) it makes a sound and a ping on the map) -Every hit on a ward should be worth 50 Gold (or sth)
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Plants worth fighting for -The healing plant isn't even worth taking because of the time you loose --> more healing -Rift scuttler gets stronger and becomes property of the team feading him with the full healing plant (small vision radius on the map) -A plant that gives a small speed and damage boost -A plant that gives +max mana/energy -A very rare plant that spawns hidden twice in each jungle and gives +1 item slot (plant can only be seen if very, very close) -A rare plant that gives ?% cdr for ? minutes -A rare plant that looks like another plant but gives a debuff for ? minutes on all optainable stats
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Contesting/Stealing Objectives should be rewarded even with small objectives -Either more gold the fewer % damage the team who got the objective dealt (only if less than 20-30%) -OR some nice buffs
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Items -URF: URF like active for 5 seconds (cd stay that way for the next cycle) -Wall maker: Make some small walls -Penetration multiplier: Just multiplies your penetration by a lot - no additional stats -Deactivator: One item of one enemy player can be deactivated (deactivations starts 30s after choosing) for the next ? minutes
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Mastery levels -Level 8 for constant A- or higher ratings in the last 5 games -Level 9 for constant S- or higher ratings in the last 3 games
If you tick that you don't like these, then please comment WHY! If you don't have a reason or are under level 30, please dont tick anything.