[Preseason Suggestion] Lane Minions Combat Clarity
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.