[Preseason Suggestion] Lane Minions Combat Clarity

AlgorithmcApathy··3 votes·608 views

I never liked laning. The micro that laning involves is tedious and not fun, but there are interesting strategic elements that are fun. What if it was clear when a minion was low? Then we can display it in the UI, to make the strategic element more apparent to new players and less mentally taxing for more advanced players. It could be like wards, where you only need a small, pre-determined amount of auto attacks to kill a minion. When that number is 1 ("low enough"), the minion health bar turns red.

A quick test of this concept in terms of clarity could be just to pick the highest of either an autoattack that crits or the highest damaging ability, and display the enemy health in increments of that. When a minion is at 1, display it's health in red. Obviously this has it's problems, but it is useful in demonstrating the clarity of this idea.

I think a more interesting direction to take this is to have something like a 3-hit melee, 2-hit mage system. Towers deal one hit. Melee and Mage minions each deal 1 hit per auto, but have a longer windup time. This makes it easier to last-hit, more clarity on the importance of wave control, while still retaining the familiar wave control patterns. Attack Speed thematically becomes about splitpushing.

I think it's a good idea. It takes some work and a lot of change, but I think it's a good idea.

4 Comments

GinoSoldier1 votes

Minion damage to minions would need to be massively lower than 1 otherwise caster minions would two-shot each other. You'd also lose your opportunity to last hit if three mage minions were to target any same minion at the same time, which is quite frequent.

Another hitch; as far as autoattacking, sure this kinda works. However, what about spells and mages? And another; how does anyone press advantage when no matter what stats you possess, your clear power remains the same throughout the game? And another; Laners trusting this system would pay hard when the indicator for last hitting happens to pop up just as a minion receives a second consecutive hit and dies before you can target it.

I like the idea and i'm all for last-hitting gaining some clarity, but this plan of yours needs fine-tuning.

AlgorithmcApathy1 votes

1 & 4. I agree, there needs to be either more minions per wave, or the windup time needs to be drastically longer. Like Dark Souls longer. Like Bastion longer. And there would be a corresponding animation indicator. 2. Spells would have to be retrofitted with minion-hit numbers or converted to increments of hits. But it's not like that's not less elegant than what we have now since we already have minion damage modifiers, like Irelia ult. 3. Attack speed is the stat for wave clear. Spells as said from #2 is trickier, but spells could be modified to have a wave clear stat.

The more I think about it, the more I am convinced that this helps balance wave clear as distinct from AoE teamfight ability, and something to balance with, expanding the champion design space. it helps control laning phase more precisely, without tweaking teamfight phase numbers.

GinoSoldier1 votes

Say it went like this instead; Melee Minions have 300, Caster 200, Siege 500 HP. An autoattack from a champion or a turret hit automatically deals 100, and spells vary per AoE/DoT/Targeted/Skillshot. Inhib turrets deal about 30-50 per tick. Melee minion deals 30 damage, casters deal 20, siege deals 75. Last-hit Indicator appears when any minion falls below 100.

The lane pace with the current amount of minions should be close to the same while bringing your system in play.

There are only two issues left; minion damage to champions, and minion damage to turrets.

And lastly, the biggest hurdle, would this system's result be worth the insane amount of coding that would go with it?

AlgorithmcApathy1 votes
  1. It's different in that all minions deal 100, but have the corresponding attack speed as required for dps
  2. Minion damage to champions would stay the same, but with fewer minions in a wave, again keeping wave dps constant, it would be easier with fewer or harder with more minions, to abuse minion attack cooldown timings, like you can under tower.
  3. Minion damage to turrets can stay the same. Minions deal a set amount of damage to turrets. It would be nice if turrets also got this predetermined-hits treatment, to give more equity to splitpushing mages. That would be more balance work. I would welcome the change. Haven't thought about it.
  4. I don't think there will be much in terms of resulting client or server code, because champions can already interact with wards and zyra plants, but it would put a lot of work on the balance team.

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