Where League Started Going The Wrong Direction

its me brna·6/3/2017, 5:42:12 PM·3 votes·729 views

Let's start by rewind back 4-5 seasons ago. Back in the beginning we had a lot of crazy things... Lee Sin canceling his Q mid dash with W but still doing damage, Blitzcrank and Poppy moving the Baron Nashor into towers, Champions hiding inside of the Baron Nashor, along with a host of other broken interactions which probably aren't missed by many players. League of Legends has come a long way in it's years, mostly for the better. Graphical updates, Masteries being reforged, tons of champion updates / reworks, League of Legends has become a really solid game compared with how it was years ago when it was first released.

Despite how much better the game is becoming, it's creating more problems and frustrations as it's updated. For starters, it really feels like there are way too many champions in the game. While it's nice that the game has a large and diverse pool of champions, it's creating many champions with abilities that basically do a lot of the same thing, while also making the game harder and harder for Riot to balance. While certainly Riot would never admit to such a thing, it's quite obvious to see when often times they're forced to change many of the same champions over and over again... Even completely removing one of their reworks for the first time ever (Kog'maw). How can Riot prevent these problems while continuing to create a better game for us players?

While the answer to the question is simple, creating the solution is not. To create a better game, first you need to understand what players want. League of Legends however, has a massive player base, probably the largest online gaming player base in the entire world. With this comes a wide range of interests, tastes, player skill, standards, and virtually an unlimited number of variables in need of consideration. Due to this problem, there's really only one solution, figure out what made players want to play League of Legends to begin with.

When League of Legends first came out, what attracted players to the game? When we look back at League of Legends in the past, many champions had very simple kits. While it's true that several had very confused thematic ties, the majority of champions involved point and click abilities or skills that where harder to land, but rewarding and fun to use. Another common feature present was the ability for champions to make risky plays very early into the game. When we look at League of Legends today, very few players would ever consider a level 1 or even a level 2 tower dive on an enemy. This is something that MANY champions were capable of back when Red Elixir and total AD scalings existed on a multitude of champions. When there is a lot of action, the game is fun. When more and more action is removed, the game becomes less fun. The same can also be said about champion difficulty. When a champion is easy to use, generally players will enjoy using it more. The more difficult a champion is to use, the less players will enjoy using it.

There were also other features of the game, which while often considered abuse, helped contribute to making the game more interesting for players. A couple examples of this would be Revive & Teleport and laners beginning their laning by taking Jungle monsters & camps. These features which have since been removed, added a measure of skill to the game without making the game more frustrating. Starting with a lesser Blue Minion, Krug, or Wraith, or even beginning Wolves with Teleport were often interesting and creative strategies. These types of things could have been further developed, however instead got completely ripped out for the sake of fairness in competitive play.

After all these changes, we have probably the biggest which would be the change to Dragon. When Dragon gave global gold, teams could often times make comebacks simply by playing out smart fights around the dragon to secure it. With the current Dragon, it holds less value than it did before simply because the percent statistics which it grants are less valuable on a team which is already losing than the gold which it previously granted. For a winning team, the current dragon system essentially does the same thing. Instead of giving Gold to purchase stats, instead the Dragon just gives stats directly.

Now all we need to do is to compile these into one list and we can figure out the base reasons for why many players were attracted and became hooked on League of Legends to being with:

  1. Constant Action, Ability To Play Super Aggressive From Level 1
  2. Simple Champion Mechanics (Point and Click)
  3. Fun Interactions / Abilities (Non point and click = high reward)
  4. Multiple Strategies To Gain Advantages (Revive / TP, Camp Starts)
  5. Many Ways To Gain Global Gold When Behind (Towers, Dragon, Baron, etc.)

The fact is, most of these things are being constantly weeded out. These are the core things which made League of Legends fun for the vast majority of players. It's understandable that League of Legends needs to be updated to modern standards, however that doesn't mean that everything players loved and became attached too needs to be destroyed in the process.

8 Comments

inplane6/3/2017, 7:46:35 PM5 votes

I started playing League because the games were long, interesting, and in-depth. At its core, that is what an RTS game is and should be. It also has a diverse roster. Even the most proclaimed "useless" champs had their charm and use.

I think League started to go in the wrong direction when Riot began to listen to Redditers and people who have no clue what they're talking about over dedicated players. Mains are isolated and pushed away in favour of making a quick buck from the satisfied majority.

Big Lincoln6/3/2017, 7:47:52 PM3 votes

making league a team game was their biggest mistake, 1 bad teammate and you'll probably lose, guaranteed if that bad player is your marksman

solo carrying needs to come back

Aterpater6/3/2017, 7:56:37 PM3 votes

I don't agree that this is what players want. At least neither me nor anybody I know personally. You want to turn LoL into a very simplified, "right-click-instant-fun" something. Casual fun. But actually there is a different game what is perfectly designed around these things and do a much better job in that sense than LoL could ever do . I think the basics of LoL are fine, we just need a much more static and way way better balance finally.

Though as I see the problems of LoL maybe come from the thing that they want to suit everybody. I mean, DoTA goes for the hardcore players and they accept that casuals won't even touch it, HoTS goes for the casuals and accept that they won't have a "trve HC" community. Riot tries both and at the same time they are trying to even do the "perfect imbalance - constantly changing something for the sake of change" tightrope dance - to sell a bit more champs and skins or god knows why...

Shuyin1786/3/2017, 6:17:04 PM2 votes

How to move League in the correct direction : Make it so item 3107 can only be activated by dead champions or straight remove it.