Onslaught is a perfect example of difficulty done wrong.

Jbels··57 votes·4,138 views

The new game mode looked really awesome when they first teased it. PvE modes are sorely lacking in this game, and the one we got...was a pretty miserable experience once the novelty wore off.

Fast forward to today and we have one of the most promising PvE modes ever to hit League.........until you actually get in game. There are SO many frustrating elements to this game mode, so many "design don't"s scattered around, that this game mode is a broken mess. It's not all bad though. Credit where it's due, the map is beautiful, and I very much enjoy the city aesthetic. The art team did a good job.

So now I'm going to break down each element that sucks about this game mode. 1: The Vel'koz Clones. This was a very poorly designed enemy. By itself, it's alright, it's nothing too overbearing. But then each level likes to spawn 12 of them far away from each other, and the game turns into a frustrating and unfair bullet hell of you trying to dodge each shot that chunks you for a decent amount of damage for each one that lands, while the other mobs blast your ass without you being able to stop and respond lest you eat a Vel'koz projectile. This strains a player's ability to focus, and leads to frustration when it inevitably kills them.

2: Reviving team mates is dumb and usually not worth it. I have never seen a game mode that hates selfless sacrifice as much as I have in this one. The option to revive team mates is fine, and almost necessary in a PvE mode (Just look at the Overwatch Uprising event). But when you try to revive someone in this mode, more often than not, you fuck yourself over and the person you revived as well. Why? THEY COME BACK WITH THE SAME AMOUNT OF HEALTH YOU HAVE WHEN YOU REVIVE THEM. Why the fuck is that the case?! Do you not know how easy it is to just straight up die immediately after reviving someone that way? And the invulnerability period does nothing, because there is such a thick blanket of overlaid AOE and CC that it's pretty much a given you're going to get caught up in it the second the period wears off. This mechanic is poorly implemented and it should have been made so that successfully reviving someone heals BOTH members of the team to full health, since there's no consistent way to actually get health back without having a Soraka on the team.

3: I have 6 item slots and at most I get to use 3 and a half of them. Why are you so sparing with the amount of gold given at the end of each round? In fact, it usually isn't until round 3 or 4 that you get to fully complete an item, and you usually get your second completed item when the mode is almost over (assuming you actually made it that far through the ball numbing hell of Vel'koz fire and death). If you intended players to get so little itemization, why didn't you beef up the power of those items so that they made up for the loss of stats and damage? It especially doesn't help when the Rek'sais that are constantly knocking you up take forever to die because they all have 3000 health yet melt the hell out of you.

I could go on, but these are my three main issues with the game mode. These don't feel like challenges, they feel like unfair artificial difficulty. There is a literally fucking giant hurricane of death coming towards my house that could kill me as I type this, and I feel like THAT is more fair to me about how many options I have to deal with that situation than this game mode gives me to deal with its situations.

tl;dr: Vel'koz clones are designed unfairly, reviving needs to be tweaked heavily in favor of the player if the difficulty level persists, not having access to full itemization sucks when enemies are so powerful

57 Comments

SpaghettiVase18 votes

Why are you so liberal with the amount of gold given at the end of each round?

Just a small correction, Liberal implies they are giving you generous amounts of gold yet I know you don't mean that

Naribelle1 votes

I think they were using 'liberal' with quite a bit of sarcasm, or that's how I read it at least lmao

Jbels2 votes

{quoted}

I think they were using 'liberal' with quite a bit of sarcasm, or that's how I read it at least lmao

Nope, I fucked up, wrong word usuage xD

Acheron161 votes

{quoted}

Just a small correction, Liberal implies they are giving you generous amounts of gold yet I know you don't mean that

I think he meant frugal

Shuyin17812 votes

The only Vel'Koz that I dislike are the laser ones. They do so much damage and are so tanky. They aren't so bad when they just fire in a straight line, it's when they track you at the same speed you're running so you have to hope your flash is up to get away.

Jbels6 votes

{quoted}

The only Vel'Koz that I dislike are the laser ones. They do so much damage and are so tanky. They aren't so bad when they just fire in a straight line, it's when they track you at the same speed you're running so you have to hope your flash is up to get away.

Have you gone against the autoscroll ones that spawn way down the track and snipe at you from all the way over there? That's the fucking worst

Shuyin1787 votes

Yeah that's annoying. The worst one is the laser Vel'Koz on the bridge that's outside of the circle range. That one just bends you over and sticks it in without remorse.

Glory ln Death2 votes

And we all know Vel'Koz was already disabled for doing that once.

Spicy Rice1 votes

He wasn't just engrossed in the mechanics of a sexual practice

Z461 votes

I actually wouldn't mind those ones at the end of the level at all... if it wasn't compounded by more from behind if you don't kill them while the safety barrier is moving you out of attack range at the speed of sound, and the giant Vel'Kozes tracking you with their 100-year laser.

Supreme Senpai691 votes

And then you have the Skarners pulling you into their lasers, as if dodging their Qs and Rs wasn't bad enough.

Titanium708 votes

Reviving team mates is dumb and usually not worth it.

K.. lol.. that tells me enough. Little hint: The problem is not the gamemode.

Jbels4 votes

{quoted}

K.. lol.. that tells me enough. Little hint: The problem is not the gamemode.

Let me tell you what happens every time someone on my team tries to revive someone. They get super low, and then the person comes back with no health, and then they both die. So basically, you could have survived longer, but you didn't because you tried to be a team mate. Stop acting high and mighty when it's pretty much unanimous that this mode has huge problems

Titanium703 votes

That would be true.. If health was alimited resource.. but it isnt. You have health relics and SUPPORTS!

Kiting is the one and only things that changes this game from impossible to quite easy (with the exception of the map you can't Kite in, the street).

If some dies... walk a cricle THAN revive him and let the supps do their job.

P0IS0N IVY2 votes

Being a teammate does not necessarily mean sacrificing yourself to get both you and your revived teammate killed. If you cannot revive them properly, then don't.

Same concept in normal games. If someone gets caught out, you're not supposed to go in to save them if there is too many of the enemy.

Jerry SeinfeId8 votes

Honestly i have no problem with the revive system as me and my team actually managed to revive people alot. often ending up with 1 person reviving the other 3.

My main issue is the boss. It's a nice concept however i feel like the margin of error is too small. As jinx the orbs oneshot you most of the time and you often don't have the mobility to get to a hiding spot. it does seem however that running through the moment they hit allows you to be hit by only one and survive though.

I don't think i've fought laser velkoz in it yet. however when 15 r something of them spawn and start shooting all over the map it really does turn into a bullet hell.

Damage isn't an issue imo, i'm talking about player against monster ofc. Carry's can get through most enemies just fine.

The cho's confuse me though. I got like eaten tham kench style by one of them and just had to sit there see my healthbar go from 100-0. idk if there's anything to do in that situation but it felt very uninteractive.

P0IS0N IVY2 votes

For the boss you have to position yourself around the pillars at all times. Jinx should have her passive on most of the time.

For Cho, kite him like you would a normal tank.

Vels will specifically target you so unless you're doing the escort mission, the team needs to spread out and kill them. Save cc for the tracking lasers.

Jerry SeinfeId1 votes

I had no problem with the cho's i just didn't know he could do that so i got caught by surprise.

As for the boss Yes i understand that i have to hide behind shit that's quite obvious. At first i tried to just kite him but that didn't work out. and as i'm focused on the boss primarily i often spend quite some time just attacking him while my team handled the rest so no i didn't have my passive most of the time.

P0IS0N IVY1 votes

Help your team clear so it's easier to position yourself. Jinx has the best clear cuz of her rockets. When there are only a few ads left, slow dps on them and target the boss. He summons more when there are too few ads I believe.

Daedric Etwahl2 votes

Haven't played Onslaught so i dont know if it's different there, but Cho's come in two sizes. Only the huge Cho's will eat you upon reaching you, and they only target one person at a time, indicated by the red energy tether between the two.

Jerry SeinfeId1 votes

yeh me neither, i just didn't know they could do that so i got caught by surprise.

Żügżwäng7 votes

The only problem I have with Onslaught is that you have to beat it 8 times, with premade, with specific team comps and champs.

Out of 8 or so attempts on onslaught, I had a successful run at it, and had a good time. I like that it took a lot of effort and a group of semi-coordinated, decent players to win it.

Even the bullet hell level, or the bridge defense... it shouldnt be trivial, because there is a normal mode for those who don't want to deal with the intense challenge.

But just to reiterate, the bigger problem is that if anyone wants rewards, it has to be done on this mode with very, very specific conditions... that to me is the unfun part.

deadlychuck7 votes

Got to say, the vel'koz lasers are probably the worse. If they make contact with you, the caster might be the whole map away, but you're still 98% going to die in the next few seconds.

Awoof5 votes

The only frustrating thing about this mode for me is when people bring the group down by slacking off. That's really it, I think you are blowing this out of proportion. You can clearly play around everything, it just requires a lot of attention, reaction and coordination. I actually love this design compared to say doombots, because they were just overpowered stuff that you eventually could just cheese.

Yes, the Vel'Koz hell levels are probably the most difficult ones (strength be with you when Rek'Sai is there too), but in my opinion they managed to put actually difficulty into it this time, not artificial or "unfair" one.

Fairyfleur2 votes

Definitely, judging the entire gamemode this early into release is too hard on it, a lot of people haven't adjusted to it.

ADepressedLeona1 votes

Onslaught is impossible i'm sure lol.

SIayton4 votes

Laser Velkoz are the crap shoot. It's completely beatable as long as they don't spawn much, or at the wrong times. They just do WAY too much damage in often unavoidable situations and they're hardly ever alone. It's usually Vel laser + Skarners frantically trying to drag you into the laser. Layer that on top of regular Velkoz bullet hell and whatever else trying to murder you and it gets overbearing. Especially when the mapwide beams that spawn are on opposite sides, it's very difficult to address both as fast as they need to be addressed. Not to mention there's no way to tell when a beam is coming so you're guaranteed to at least eat a chunk if you happen to be where the beam decides to fire.

GigglesO3 votes

I like it

hhaavviikk3 votes

it was to be expected really, just look at doombots, what's the difference between the lowest and highest difficulty? just a shit ton of stats nothing else so it's clear riot doesn't know how to make a higher difficulty without basically letting them cheat

Cavesloth3 votes

The comparison to the hurricane at the end there. Harsh, but true.

JustARivenMain2 votes

did both normal mode and onslaught first try with only randoms and 1 premade. Is difficult but Jinx is pretty much needed for the DPS on final boss.

EkyonKun2 votes

I have to say this. Having a Soraka with Warmog's on the team is almost mandatory for this game mode, ESPECIALLY on the harder difficulty. It's just damn near impossible to dodge EVERYTHING. And don't even get me started on the 5.0 attack speed 6-item kog'maws that like to spawn later =|

Z463 votes

Plus the invulnerability pets, while spawning multiple Kogs with it at once.

YuGiHo2 votes

the mode feel allot like diablo, but the way the difficulty increases in relation to the items the player receives is not like diablo at all. the mobs should get more skills as it progresses not just more hp and dmg

Jbels1 votes

{quoted}

the mode feel allot like diablo, but the way the difficulty increases in relation to the items the player receives is not like diablo at all. the mobs should get more skills as it progresses not just more hp and dmg

Diablo 3 actually sucked me in for a while this summer. I've played Greater Rifts that feel more fair than this

2Charmnot2Charm2 votes

1: The Vel'koz Clones.

Dodge them or get some magic resistance if you're not jinx/mf

2: Reviving team mates, Why? THEY COME BACK WITH THE SAME AMOUNT OF HEALTH YOU HAVE WHEN YOU REVIVE THEM.

Because Poppy and Soraka are in the game mode, they would be broken af if they revived at full hp no matter what.

3: I have 6 item slots and at most I get to use 3 and a half of them.

Holy shit stop buying ludens echo that item is garbage, infact don't buy any needlessy large rod item in this game mode.

Dominick Destine2 votes

The game is balanced around Summoner Rift (Aka League of Legends).

Everything else is not really meant to be balanced.

MangelinaJolie2 votes

Wow, this really is just... git gud.

Alissal1 votes

2: Reviving team mates is dumb and usually not worth it. I have never seen a game mode that hates selfless sacrifice as much as I have in this one. The option to revive team mates is fine, and almost necessary in a PvE mode (Just look at the Overwatch Uprising event). But when you try to revive someone in this mode, more often than not, you fuck yourself over and the person you revived as well. Why? THEY COME BACK WITH THE SAME AMOUNT OF HEALTH YOU HAVE WHEN YOU REVIVE THEM. Why the fuck is that the case?! Do you not know how easy it is to just straight up die immediately after reviving someone that way? And the invulnerability period does nothing, because there is such a thick blanket of overlaid AOE and CC that it's pretty much a given you're going to get caught up in it the second the period wears off. This mechanic is poorly implemented and it should have been made so that successfully reviving someone heals BOTH members of the team to full health, since there's no consistent way to actually get health back without having a Soraka on the team.

To combat this I've been running poppy as a revive bot. I just run around with item 3742 Into item 3083 And finally item 3009 Focusing on keeping my health high for full health revivals later and peeling for people while we're all alive.

I still haven't won but I've at least seen the final boss of conquest several times.

Jbels1 votes

{quoted}

To combat this I've been running poppy as a revive bot. I just run around with item 3742 Into item 3083 And finally item 3009 Focusing on keeping my health high for full health revivals later and peeling for people while we're all alive.

I still haven't won but I've at least seen the final boss of conquest several times.

That sounds like it would work, but then to earn the rewards one of the missions says no Poppy, so what then? It just feels unfair

Siyther1 votes

ive done it twice with poppy and i didnt use either of those items. i bought GA first item. God is it helpful in this mode. And build titanic hydra and was completly fine. Mind u that mr and armor are "nerfed" im guessing cause they dont seem do do much. so i started using health items to much better effect. But that GA has saved a wipe so many times lol and ive have yet to see anyone else use it.

Kloqdq1 votes

I think the Kog'maws are the worse overall. Those ones are the ones that always fuck me when you don't knock them out right away so there is like 5 of them fucking you up.

AleksaTeemo1 votes

Yeah when you get poked by vel koz,knocked out by cho and reksai then kogs come and shred you.

Leaf on Bush1 votes

Onslaught has 2 really hard levels, but its RNG based and if you are lucky you just get an easier version.

XIII Vanitas1 votes

25 FUCKING Velkoz

Starboyˇ1 votes

I quit in the stage where you get perma knocked up

DemainaNyx1 votes

Of the last 20 games of Onslaught I've played, I've won 12. I even won 8 in a row.

I'll agree that originally it was insanely difficult, but I think they tweaked it since then and it isn't that difficult now. The games is all about patterns and knowing when to do what. Most of the stuff is avoidable. The only thing you can't dodge is the Vel'koz whose laser follows you, the rest though are dodgeable. So long as you kite in the same direction and don't stack when the Cho's and Rek's start chain CCing people, then it's fine.

Darius Strada1 votes

I explained this in the PBE boards and got downvoted and roasted for being a noob. At least someone agrees with me.

NewGuy1011 votes

since there's no consistent way to actually get health back without having a Soraka on the team.

literally just build item 3504, item 3107, anditem 3174 onLulu,Soraka, Janna, or Lux every game and it shouldn't be a problem unless only 1 guy is a alive. The healing these things give is ridiculous.

DeadUnborn1 votes

people forget unholly chalice, ardent cencer, bork and deaths dance are a thing...

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