Fixing How A Queue Is Prepped & How A Game Is Played.

Hazardus ducees··1 votes·965 views

As many vetran league players share horror stories about Ranked games, not many really try to tackle the issue causing the problems that the majority of players have started to encounter. No matter how we look at it, League of legends is a team game and sadly the creators still lack the capabilities to understand what it means to enforce that playstyle. So with no futher to do, here are my 2 cents to help find a resolve to both problems:

At first Queueing needs to have an entirely different setup. While yes, people should be able to select and or choose their role, it also needs to gather a team of "randos" before you can start an actual queue. While some would argue that you can do that with your friends list we can't just ignore the accounts who just don't have anyone friended? All I am saying is that friends shoudln't be your only choice; You should be able to set up a group people who want to also achieve the same goal. Sorta functioning like how customs work but only one sideded to gather a team of same interest in your own pre defined elo/rank. Next, a team needs to assign a leader of the group, not just an owner of the party, because lets face it. No one should own the party and only when all of the players are ready should a VS queue start. With League chat being a thing, this will now be much more useful as you can communicate with any single player on your team- on your friends list or not.

After the pairing and queuing system, next is how the game is played. While the normal laning system isn't too bad, it still bares one hell of an elephant in the room. Working together actually takes away from your teammates more than it should be and punnishing everyone rather than giving and granting instead. This is why you saw jungelers prefering to stay in the jungle the majority of the time and the majority of the team only come together to take down a universal objctive like a dragon, herold, baron and or a team fight. Minature skirmishes on the other hand don't really count much of a team fight mechanic as it is more or less 1 or 3 people coming around to "have their back" in their time of need just to get out safely or invade to grow. These skirmishes should be much more influenced and grant specialized buffs for each teammate nearby. For example, if you are a marksmen, for each teammate near by you gain some additional attack speed. +5% to 10% from lvl 1-18. Or if you're a tank, increase your own resistance per nearby ally. Additionally, when it comes to granting a kill or getting a kill, you split up the bounty relitave to the percentage of the damage inflicted plus the more who assists, the more the bounty can come out from the enemy's death. For example. Bounty 500 gold. 4 people accumulate to 75% of the damage, but you got the kill. If damage percentage didn't exist each player would get 100gold respectively, but since it does that would mean you only get 25% of the 500 gold + 100 gold and an increase of a little more per teammate who attacks it. Of course, this idea is just incentive for your entire team to participate and work together rather than against eachother for the gold and kill. Additionally, I can see enemy minion waves and towers have less sustain to them as you work together as a team.

Again, these are just a few of the examples of what I'd do to help create an adaptive invironment for the Ranked games- and in general. I'm not 100% sure that this will create answers or solice, but one thing is for sure. People need to have something changed within the system so the room for toxicity can be removed as a whole

1 Comments

Subdue1 votes

Let's not force people to play a certain way just because we don't like some playstyles.

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