Game Structure: Snowballing Early, Early Game, Toxicity, and More Action
Laning phase is either complete snowball or complete passive.
You see more action with less rewarding kills and less punishing deaths, who cares if you die or not, the game is meant to have fun and is not meant to be stressful - this includes ranked play.
~ Reduce kill gold to 100 (assist gold is still 50% of kill gold). First blood reduce to 200 gold. (Bounty gold is still in effect, same cap, but takes longer to reach that cap since kills are worth less.)
~ Re-scale respawn timers to be non-existent in the first 15 minutes, but then super scales after that point to meet back even by like the 30 or 40 minutes mark or whatever.
~ Create full speed homeguard effect from the start of the game to get back to lane faster, reduces the need for teleport somewhat, but there are other reason why teleport is needed. May even buff homeguard speed and make it last longer early on, and then scales down to normal as the game goes on to 20 minutes.
~ Remove all experience from kills and assists unless you are behind the dying target's level (not even with levels, behind in levels).
~ While the first turret in each lane still stands (furthest from your base), your minions that go past it move 60% slower, this slowly weakens over the first 10 minutes of the game to normal speed.
~ Remove deaths to be view able by all players. The focus should be playing the game and having fun, not worrying about your team flaming you because you died once or twice. This may encourage more people to play tanks and supports in solo queue and reduce the levels of toxicity as well since all they can see is team contribution rather than seeing how many times you died. You can see your full KDA AFTER the game is finished in your match history still, but you do not need to see your deaths in game, it brings down yourself which causes you to play worse and only encourages toxicity from your team from players that pay attention to deaths and flame you for it.
I would like to see more action in the early game, without the stress of being massively punished early and having someone snowball out of control. Having deaths less punishing early on until mid game and less rewarding kills overall should encourage more aggression in the game since there is less risk for dying since enemy's reward is less.
In a game like League of Legends people are so uptight and worried about fucking up. Honestly, we need to make a game fun again, remove stressful elements even in a competitive environment and play to have fun, I do not care if it is ranked or normals, the game should emphasize fun first and foremost to play in. If we remove the stress of worrying about dying and snowballing the enemy team with a massive reward and encourage taking risks and having fun with the game then it be more fun.
I want to remove the aspect of this game of feeling like you lost the game in less than 10 minutes in because you wanted to play the game instead of being hyper passive and doing nothing until you have your core item(s) and then do something significant. Also want to remove the reward for a jungler camping a lane over and over again, removing someone's fun in the process and cause that lane to snowball out of control. You are not in a pro league or going to be a pro player, this is never going to happen, this is being realistic here and so when you spend time on a game it should be always fun whether you win or lose and not fun 50% of the time (aka whenever you win) and even then it may not even be fun to be in, there is such thing as stressful wins in this game.
By the way, I am not referring to high intense scenarios of going to late game as stress, but even then that is a perfect example where higher reward for kills and greater punishment for deaths creates an unwillingness to "pull the trigger" and do something. So late game you obviously do want the game to eventually end so that cannot change, but why do we need that element from the very start of the game? Early on should encourage a lot more aggressive, which include deaths, and to reduce toxicity removing deaths to be viewed by everyone will help with that as well. Honestly, how many times have you heard this "you died X times, you are trash, I do not need to listen to you"? Even though you may know exactly what to do later in the game and those deaths was because you got camped, but toxicity is only there to bring harm and put people down, remove fun from the game, so I think removing the death counter is better for everyone and the game.
Anyways, I wanted to give my thoughts on things and present a solution on the matter. Not down for whining and complaining for the sake of doing so, rather be constructive in some form to help improve this game for the future.
LATER! <3 [sg-kiko]
Bonus Idea: ~ Remove all experience points earned from everything and just have ambient experience over time.
This would be a massive change, but one where everyone levels together at the same time. Everyone being equal on the same level makes people less scared to be aggressive for both parties, it also opens up the meta and allows for brand new stuff to be played.
For example, mages are in the middle lane because the lane is short so they can solo it since faster to get back to their turret, but also because of solo exp to get more levels and ability power spikes. Imagine being able to have a mage in the duo-lane instead of a marksman. You can also have a dedicated roaming support and have three solo lanes since experience gains is ambient. Maybe we could see more melee / short range compositions since they do not need to worry about fighting over that level advance / level 2 power spike and dominate the level from there.
This is a very big and bold idea that would massively change the game, but stuff like this is worth throwing out there and discussing.