So what would the game look like if it was actually good?

Kelg··3 votes·1,280 views

I don't actually think the game is shit, but since the boards will literally always say the game is in a shitty state, no matter the meta... What would league in an "ideal" state look like? I'm actually curious.

23 Comments

Shukr4n4 votes

Everyone trying to win Apologizing for errors No flame Peacefull gaming

Kelg1 votes

{quoted}

Everyone trying to win Apologizing for errors No flame Peacefull gaming

So basically it can't be good in your eyes.

[sg-ahri-2]

Shukr4n1 votes

it would be quite decent if it was pegi 40..maybe..

Krully3 votes

not balancing the game around the e-'''''''''''''''''''''''athletes''''''''''''''''''''''

chipndip11 votes

They hardly do...

Krully1 votes

so they dont buff and nerf champs because of pro play

chipndip11 votes

They do, but only when it REALLY calls for it for pro play. Most of their focus IS solo queue. Has been and always will be. That's why there's a specific, designated period when they actually dedicate balancing for pro play...which builds up to the "Worlds patch". Up until that point, balance is based largely (not solely, but largely) on solo queue.

If they REALLY balanced around pros over solo queue, Sona would have a significantly higher win rate rn...by more than 10%. That's just one example.

Jamaree2 votes

Every lane viable, every champion strong, but not too strong, every champion at 50% win rate.

saltran1 votes

every champion at 50% win rate.

For this to be balanced all champs should have a similar pickrate aswell.

ZephyrDrake1 votes

{quoted}

Every lane viable, every champion strong, but not too strong, every champion at 50% win rate.

so... in other words accomplish something that no, competitive game has been able to do in the slightest at all

Jamaree1 votes

{quoted}

so... in other words accomplish something that no, competitive game has been able to do in the slightest at all

Yup.

wildfox991 votes

because 50% win rate means balanced [zombie-brand-clap]

for the 1000th time,WR means nothing without an analysis of the champion and the factors that put him at X win rate

Jamaree1 votes

{quoted}

because 50% win rate means balanced [zombie-brand-clap]

for the 1000th time,WR means nothing without an analysis of the champion and the factors that put him at X win rate

It is clearly more then just that, but that is what people want and look for.

Deneviel2 votes

Late s3 early s4 had some of the most enjoyable match in my lol history. It was far from balanced and perfect but was imo the zenith of this game.

DW Diana2 votes

At least 75% of champions being a viable choice in the position they were designed to play. I think a 75% success rate for balancing is fair... it's less then most targets in jobs

Maybe also consider ensuring there are equivalent items between AP and AD. Personal bias is again not tolerated in most jobs.

Nhifu1 votes

The full lethal builds are getting hella annoying. It's either that or three very tanky bruisers with 3.5k health that stun lock your team.

Death by Glamour1 votes

just after the cinderhulk meta but just before the juggernaut update

Mr Killalot1 votes

The biggest problem with this game is the toxic community tbh.

chipndip11 votes

Say it louder for those in the back.

Warlord Rhinark1 votes

Duskblade, and assassins as a whole, being removed from the game.

SwiftKitten881 votes

i think someone in another htread made a very good post of how the game (would work if it was good) im going to see if i can find it and quote it.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/GAEWpPVZ-season-1-veteran-here-riot-has-never-suceeded-with-the-assassin-class?comment=00020000

{quoted}

Assassins would need to be build around being a follow up to allied damage. Executing low health targets. Or as Alpha damage for their team mates to follow up on. Instead of being a 100-0 then escape class.

To do this the entire damage Meta would need to be gutted. Champions would actually have to have well defined roles and not everyone could be a 100-0 killing machine.

All Assassins would need to be reworked to have more utility and interactions with team mates.

The line between "Diver" and "Assassin" would probably get pretty darn blurry.

Critmaster Garen1 votes

i dont know, but when death recap shows 4800 damage in 2.3 seconds while playing a jugger (even teams), i feel cheated.

maybe slow it down with the burst damage, and loading the game full of true damage. its like since season 5, i went from "i have 5k hp, i can survive fights" to "well, i just blew up before the knockups were finished".

previously it was marksmen who blew you up. now it feels like its mostly junglers, and still marksmen if they ever get to lategame.

JoeAnarchy1 votes
  1. Set all numbers to 1. damage, crit chance, attack speed, hp, everything all set to 1
  2. clearly define roles and lanes
  • Top laners + top lane = Tanks which dive and tank initial damage, juggernauts which can tank better than fighters, fight better than tanks, but cant do either as well as the counterpart, and fighters/brawlers/duelist, damage dealers for front line in team fighting. able to help defend/take Rift Herald and Baron. = Top lane being a island, where tanks, juggernauts and fighters can freely farm and engage each other without the massive burst damage easily dictating their early game, unless ganks and roams from jungle/mid, which would leave those lanes open and exposed. rift herald and baron should be defendable for laners in this lane. ......
  • Junglers + Jungle = Junglers having a variety of champion types that have abilites that can quickly clear the jungle and gank when necessary, giving a jack of all trades role to balance whatever team comp you have (tank if the top laner is a fighter, AP if mid laner is an AD assassin, assassin if you dont have enough burst, etc). junglers should be able to gank for lanes, jump in a team fight close to the end and cleanup, but easily engage jungle buffs and objectives, and help take laning objectives. = jungle being a place with jungle buffs big team fighting objectives and a place for jungle to farm early and laners to farm late (if they need to catch up) .....
  • Mid laners + mid lane = Mages with AP damage to cover the lack of AP on the team due to a high AD comp, or assassins to cover the need for high impact burst damage. able to roam to top or bottom when needed. should be able to provide coverage in team fights for whatever kind of damage is missing, either being assassins that engage, APC, or cleanup crew. = mid lane should be the most important lane to push overall, being the shortest, basically the vanguard to the end of the game, gankable, but also versatile. .....
  • Bot laners + Bot lane = ADC/APC- Bot laners should be able to play a variety of marksmen and mages, but should generally always be the ranged damage, and be the highest damage dealers at the late game, but the easiest and squishiest to kill, the epitome of glass canon. sitting in bot lane to get as much farm as possible, but also keeping them as far away from the brawlers of top lane as possible. ADC/APC should worry about farming and becoming the back line death canons of the game. being the ones the rest of the team should worry about getting the most fed early on, so they can carry the hardest late game. = Supports- Tank supports, vangaurd supports, enchanter supports, and poke supports should all exist to give final variety and coverage to a team comp. able to help their laner in whatever way they are geared to. able to roam and impact the game after laning phase is over, and able to provide excellent support in team fights. able to protect their laner from in coming jungle and mid lane ganks. = Bot lane should have 2 people, because the support should be helping the glass cannon survive and get strong enough to fend on their own, and because dragon is a strong early game power spike, you should have 2 people bot lane to protect it as much as possible. it should be the least important lane to push early tho, as it shouldnt have much aside from the dragon pit to worry about. tho getting a quick doublekill on the enemy bot laner and support and pushing their turret to end laning phase quickly, should be a strong advantage. bot lane turret should be the hardest to kill, to prevent the bot laners from roaming too soon.

/dream team (my opinion and bias)- Top: Nasus Jungle: Kayn Mid: Brand Bot: JInx Supp: Nami VS Top: Darius Jungle: Evelynn Mid: Ryze Bot: Tristana Supp: Janna -with the balances i mentioned
....... 3. balance all jungle camps and objectives. 4. balance all items, so they help their individual roles as evenly as the items for the other roles. 5. tweak the numbers change you did in step 1, raise things and lower things for each level and each role. lower crit chance and attack speed at early levels from 1, to whatever percentage, give tanks more defence and health, etc etc.. 6. smooth the edges out to better reflect each champion, and play style, giving every champ some kind of counterplay. 7. make the games last 30-40 mins, so everyone has the chance to show their skill and allow for awesome comebacks and such! 8. figure out how to better match up players with other players of equal skill, lose the MMR system because it makes no sense, get rid of autofill or at least make it optional, because a plat top laner could be a bronze support, straight game skill doesn't reflect each role. 9. better deal with AFkers and trolls, flamers and useless teammates. 10. make it easier for one person to climb and not rely on their team AS MUCH when in solo queue. and if not, give us some way to better work as a team, that doesn't involve people typing so much, because when you're typing, you're not playing, and when you're not playing, you're probable getting killed..

anyway, this is something i've thought alot about, and all these changes would make this more of a team based game, while not punishing solo players. allowing people to carry by themselves, but also letting true teams shine with their cooperation skills.

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